This original fantasy role-play is based around the concept of a chilly, high fantasy landscape known as Eversnow, an empire of broken kingdoms once beautiful and prosperous, now overrun by legions of orcs, men, and corrupt high elves, all loyal and in fear of a malevolent Ice King. The Ice King, a once heroic warrior and prince sent to rescue his sister from a powerful and beautiful Ice Witch, has long since fallen to her corrupting influence and risen as a masculine figurehead to abide by her whispers and rule the broken lands. A curse of snow and ice, expanding from the corruption of his once good heart, has spidered out and consumed the lands in a seemingly endless winter, killing crops, stirring up raiding and war for food stores, and inviting cannibalism in the dark corners of Eversnow.

As the old, innocent denizens of this land struggle to survive, the varied old kingdoms that exist in this frozen empire have struggled to find ways to appease or defeat the Ice King. Some have attempted war outright, with armies ending up frozen or devoured in the icy mountains. Others have offered him brides, of whom nothing has been heard since. Meanwhile, the mystery of what lies within the Mount Volcan Fortress since the Ice King made it his home is unknown, along with who might still be alive in its dungeons.

This is a group role-play, with expectations of good writing consisting of a minimum of two paragraphs. Players are expected to contribute at least once a week or to kindly notify me if they will not be available, otherwise their characters may have to be guided as non-fatally as possible until they are available, or removed from the scene (by non-violent means) until they are available once again.

Suggested character roles are as follows (key roles will be played by GM if there is no player interest):Note: Other character ideas than those listed are welcome.

The Ice King: <taken by Darkmoon> Formerly Ivan Agnost, prince of Aranthia, a now frozen city. Rules at Mount Volcan. A mostly dominant, ruthless, non-consensually-driven being whose shreds of humanity and warmth are mere embers at his core, perhaps one day to be rekindled.The Snow Witch:<Available> Self-titled Snow Queen, driven by her own lusts and devices, with ice and water elemental sorcerous power and the ability to corrupt. A dominant personality type, with malevolent motivations.The Captive Princess: <taken by Joslyn> The sister of Ivan, captive of the Snow Witch. The Ice King allows his trusted Snow Queen to keep her captive for her own benefit. She is fair and young.Orc Chief: Chief of the Orc <taken by Vaulera - actions/description may differ from what follows> Legion, who takes great pleasure in playing with the female captives of the Ice King. He should be fond of group sex, non-consensual behavior, and light violence. This is a figure to be feared, brutal and large. Resides at Mount Volcan when not sent out to lead raids.The Golgothan<NPC>: A gargantuan half-giant brute, non-consensual, to whom captives are thrown to be finished off. For size fetishists. Is chained in the dungeons of Mount Volcan, and answers only to the Snow Queen, whom it is believed is his mother.The Courtier<taken by Shjade>: foreign envoy with her own agenda in the FortressThe Swordsman: <taken by Ontan> Original character.The Queen's Guardian: <taken by Drake Valentine> A savage hunter and infinitely loyal fighter.Other suggestions:Hero - Someone to attempt to defeat the Ice King, or rescue captives.Heroine - Same as Hero.Offering<taken by CarnivorousBunny> - A female sacrifice, sent to appease the King for the safety or restoration of certain lands owned by fathers, kings, queens, or otherwise.Captive - An existing captive in the Mount Volcan dungeon, likely to be familiar with non-consensual relations with the monsters within.The King's Guard<taken by Kekec> - A raw and twisted loyalist.The Snow Elf Rebel Leader<taken by Melange>: the primary figure at the forefront of Snow Elf rebellion, which is very limited in capacity at the beginning.The Avenger<taken by Molotov>: a pirate from faraway lands, seeking vengeance for one of the Ice King's conquests.The Firebrand <taken by Jecter>: a fire wielder from the Osirion sands

Plot: I largely like to leave plot to develop naturally among characters, as they develop. Let your creativity blossom here. Some plots I personally might pursue as GM:

The Rekindling of Ivan Agnost - long term plot to have Ivan reattain his identity and independence from the influence of the Snow Queen by having a female character reawaken his humanity. This may be his ultimate salvation or his damnation.

The Snow Elf Revolt -- The High Elves that fell into service of the Ice King, now Snow Elves by name and a corruption of their appearance, have had a reawakening in guilt at the murder of many of their own, and seek to free themselves of the Snow Queen's influence. This may lead to great strife among the Snow Elves and Orcs, and invite complicated relations between elves and elves.

GM Style: I enjoy painting a world and NPCs for players, so I will take a very D&D style game master responsibility for this setting. If you want to travel somewhere, I will describe the experiences you encounter while giving you as much freedom as possible to paint your own experience. If you want to add a location or add new NPCs, just contact me and I will work with you to accomodate your needs. As always, the GM has final say, to ensure the game runs smoothly.

GM Philosophy: I want you to daydream about this setting and look forward to your next post. I want you to have a great, fun, fulfilling and mature experience.

Locations: Specific locations include but are not limited to:

Mount Volcan Fortress -- near the summit of a jagged, dormant volcano covered with ice spires

Devil's Bridge Mead Hall -- at the base of Mount Volcan, on the mountain side of the jagged obsidian bridge crossing Devil's Gap. A dangerous, ancient mead hall that has been overrun by orcs loyal to the Ice King. An armed encampment surrounds and many that attempt to reach Mount Volcan never make it past the Hall and being fodder for orcish pleasures.

Aranthia, Summer Glen Inn -- On the outskirts of the frozen city of Aranthia, where men and women are frozen like statues in streets glazed with blue ice. The Inn was built by rebels and is sustained by hot springs in grottos beneath the log walls. Few visit the inn given its proximity to Mount Volcan, which struggles to survive by paying taxes to the Ice King.

Character death: There is the risk of character death, dismemberment, transformation, etc. This is a game, and there will be dice rolling to determine outcomes. This is a largely free form RP, and as GM, I do not want anyone to lose their characters, but if players force situations where violence exists, chance will dictate the outcome. Typically a single 20 sided die roll for most scenarios, with advantages or disadvantages being dictated prior to the roll. GM has final say, but does not have a desire to permanently change anyone's character for the worse if it can be avoided.

Sexual Elements: While there are characters centered around Mount Volcan that have arguably evil, non-consensual tastes, this story is not meant to be entirely focused around that. Romantic and consensual elements, to downright vanilla behavior is encouraged. A diverse crowd is ideal, and as GM I take everyone's limits and tastes into account.

This thread is open for discussion, questions and character sheet submissions. If you have a character in mind, don't hesitate to describe it here as an application or send me a PM with any private questions you might have.

A few questions: with proposed characters being scattered all over the setting: Mount Volcan; dungeons; the Mead Hall; the Inn; and the starting point; is it more than likely that players will only have one or two other players to post with along with NPCs?

Any idea how the game will start? I'm sure this depends largely on what type of character applications you receive, but will the hero/heroine begin the game alone and need to find allies? Or will they have already formed a group? Or is the game going to start with a daring raid to rescue the captives?

Thank you for your interest! The proximity of these locations is close enough to justify a travel "duration" of one post, although this is relatively loose and can be skipped if desired. Number of players at any given location depends on what characters want to play, so the number may meet or exceed what you've described. The number of NPCs to interact with will be at least one per location at any given time, under normal circumstances. Adventures, quests, and independent travel will be accomodated by GM description of new areas, encounters, and items found.

Group make-up can be decided ahead of time if players are in a like scenario. I will help orchestrate that as players join.

Each player starts where they choose, depending on their character. NPC interaction will be readily available if there are no other players available, and a player can theoretically start RPing as soon as the character is approved and the IC thread is created.

There is no limit on any character type other than in character limits. Example: there can only be one Orc Chief. Character roles are not limited to what I've suggested, but I will be suggesting more to help inspire.

I'd be interested in the role of the captive princess. My basic idea is for a bookish but compassionate girl who is highly talented when it comes to healing magic. She finds violence to be abhorrent and has possibly been coerced into using her magic to heal the Ice King's soldiers--threatening to murder a captive in front of the princess would be enough to compel her obedience.

Her major goals would be trying to convince her brother and the Snow Queen to abandon their evil ways, or failing that to at least be less brutal as rulers. If whoever ends up playing the Snow Queen is amenable, I could see her and the princess having a sexual relationship and trying to manipulate each other into being less corrupt and more corrupt respectively. The princess would be a lesbian and have submissive tendencies, but I'd be open to having her do NC scenes with male characters.

If all this sounds acceptable, let me know and I'll work out her character in more detail.

So hopefully I'm not jumping the gun here, but I couldn't resist going ahead with the character sheet for my idea. I kept some things a bit vague since I don't know much yet about the Ice King or Snow Witch, and also how well the princess is being treated in her captivity. Also since this seems to be one of those quasi-medieval settings I was wondering how people on the LBGT spectrum are treated (especially in her home country)?

Anna is a slender, fair-skinned young woman of very delicate beauty. Her time as a captive has left her long brunette hair somewhat unruly, and one can often see sadness and exhaustion in her striking brown eyes. While she is capable of faking a commanding presence suitable to royalty, left to her own devices she is more withdrawn. Day-to-day she normally dresses in threadbare peasant clothes, or heavier outfits of fur if she has to go into the colder areas of the fortress. She only bothers to dress formally and properly tend to her hair and make-up if pressured to do so by her captors.

Personality:

Anna’s most obvious traits are her compassion and her intense intellectual curiosity. She is driven to help those around her and hates to see suffering. While she believes that it is sometimes necessary to use violence to protect the innocent, on a personal level she cannot stand the thought of harming others. She is easily coerced by threats to kill other captives, though even this will not overcome her nonviolence.

Her greatest obsession is healing magic. Even though she has all her commonly used spells memorized, her spell book is rarely far from her grasp. What free time she has is usually spent in study or working through complex magical formulas to create new spells. She also likes reading up on less challenging subjects to relieve stress.

Before her capture Anna was socially awkward but easily excitable, and prone to babble about spellcasting and other topics of interest to her. While she can still act this way, more often lately she feels despondent or frightened. She can be timid at times, but she is also very resilient and has proven extremely difficult to corrupt. The young mage is a lesbian and has submissive tendencies.

Background:

Princess Anna was unusually intelligent and inquisitive as a child, and from the time she learned to read it was her favorite hobby. Despite her shyness she was also a little tomboyish, and prone to wander all over the castle she was raised in. She did reasonably well with her formal duties and the social graces, but always resented these tasks as frightfully dull. She looked up to her older brother Ivan, and often wanted to participate in his activities even though they were not age-appropriate.

When she was seven years old, Anna witnessed her handmaiden suffering a fall that resulted in a broken leg. Seeing a healer magically treat the injury inspired the princess to want that same ability. Fortunately she had access to the best instructors in the land and parents willing to indulge her interest. Anna cast her first spell at thirteen years of age, several years earlier than typical apprentice mages.

Some time ago, Anna was kidnapped by minions of the Snow Queen. Since then she has been forced to witness the devastation that has been wrought on the land and the corruption of her brother. Despite how hopeless it seems, she has tried to dissuade her brother and the mysterious witch from causing so much suffering and death.

Abilities:

Though her only exceptional skill is as a healing mage, there are a number of subjects where Anna is reasonably competent and knowledgeable including: Customs of the nobility, horseback riding, swimming, archery, magical principles in other disciplines, mundane first aid, history, politics, and philosophy.

Healing Magic

How taxing Anna’s spells are depends on how quickly they take effect and how extensive and life-threatening a condition is. Casting a spell to cause a patient to gradually recover from a disease over a day is a negligible strain, but altering that spell so the effect is almost instant would exhaust her and leave her unable to cast for a time. In theory she could endanger her own life with too many spells like this. If she paces herself and sticks to gradual effects she can help around eighty people in a day—less if there are a lot of severe injuries.

Enchanted Spell Book: Anna’s spell book is small and only a hundred pages long, but thousands of pages of spells, articles, and notes can be called up—she simply has to hold the book and say a spell name or title for it to appear when she opens it. For anyone but Anna, the pages stay blank and powerful magic would be required to force this item to divulge its contents.

Types of Spells:

Reading Auras: These spells help her determine what ailments a patient suffers from, if this is not immediately apparent.

Healing Wounds: There are many different spells for various kinds of injuries—cuts, broken bones, burns, frostbite (common lately), internal organ damage, reattaching limbs, etc. Regenerating a limb is a process of weeks or months that requires daily spells.

Curing Diseases and Poisons: There are dozen and dozens of spells for different ailments. Supernatural afflictions are more difficult to treat.

Sustenance: Anna can greatly reduce the need of herself or another person for food and water. She can also prevent necrosis of tissue.

Pain Management: For reducing pain and/or helping someone fall asleep. Could potentially be used offensively to knock someone out with a touch, but this would be taxing.

Transfer Energy: If Anna is low on magical energy she can take some life force by touch to bolster her spellcasting. This leaves the subject feeling exhausted for mild uses. This skill is necromantic and has the potential to cause harm if not used carefully.

I have an idea for a character, so let me know if it fits: a half-elf (human father, high elf mother) warrior who was broken down and effectively 'mind controlled' by the Snow Queen. Rather than using an orc or some monster for this role, he can fit in better among humans or elves. While he's not technically 'mind controlled', he's been brained washed to the point of believing that the Snow Queen is the only person in the world that he can trust, partly through magic, and partly though other, less subtle means. Its possible that he could be redeemed, though the depth of control that the Snow Queen would have over him would be great.

Let me know if that concept fits, and I'll put together a character sheet if it does.

So I still cannot decide if I want to play the sacrifice or a heroine, so I'm just going to make a pitch for both and see which one you like better. All of these are more or less ideas, nothing is really set in stone.

Heroine:This character will be driven by some sort of promise or pact to restore honour to her kind or to rescue a loved one. A tragic event brought by a surprise attack by the Ice Queen's goons is the biggest possibility to bring on either option.She would have grown in a small nomadic clan of elves that would have been labelled as scavengers/pillagers but would self identify as gypsies and guerrilla fighters.Personality: Dutiful, creative, empathic, stubborn, arrogant and unforgiving.Race: Snow ElfClass: WarriorAlignment: Lawful GoodSpecialties: Sword fighting, navigation, and survival skills.Weaknesses: Magic and following orders.What do snow elves look like? O_O

Sacrifice:This character may or may not have volunteered herself as a sacrifice. Regardless she would have come from a good family and is well-educated but soft. Her family is the most important thing to her so she would have become a sacrifice for their benefit without (voicing out) any complaints.I would also like this character to have a (possibly misguided) plan to try and kill the Ice King by herself. Personality: Strong-willed, curious, repressed, observant, charming, reckless and self-sacrificingRace: HumanClass: BardAlignment: Chaotic GoodSpecialties: Performing is a given. Inducing frenzies and making her targets drowsy would be her strongest abilities.Weaknesses: Other than her lack of battle know-how her curiosity and impulses will be her downfall.Potential Picture:

This sounds quite intriguing. As I'm a fan of evil manipulative characters, I am considering the Snow Queen/Witch, but before I commit to a game like this I'll have to re-examine my timetable. It's obvious that this is a game that a lot of passion has been invested in and I wouldn't want to disappoint, if it turns out I can't handle another group game after all. I'll mull it over and if the slot's still free once I have my priorities straight, I'll see about submitting a writeup.

Some pictures I might use for inspiration:

Spoiler: Click to Show/Hide

Perhaps not very sexy as an image, but could be workable if enough delicious, sexy evil is added to the mix.

I had an idea for a character that doesn't quite fit one of the listed suggestions. Figured I'd just post it 'cause, heck, why not. The framework of her involvement in the story sorta depends on whether the Ice King and/or Snow Witch would accept her proposition, which obviously I don't know for sure, so there's that. ;p

Name: Nikita DubashiAge: 26Sex: FemaleHeight: 5’7”Weight: 138 lbs.

Background:

As overcrowded as her native region was, young Nikita learned early that one must struggle if one wishes to survive, even among the nobility. Perhaps especially among the nobility. True, she was not in a position where she needed to fight for scraps to survive day to day, but even as a child Nikita knew the harsh conversations between her family and others had greater importance than simple talk, even if she could not yet comprehend the concepts of politics. Her father was forced to do things he would regret all his life, shadows that would keep him on their balcony throughout the night in silent conversation with the moon. On occasion Nikita joined him there. He would lift her into his arms as though she was no weight at all and hold her there, the two of them watching the stars together. That he could execute so precisely that which he had no desire to do was among the many lessons her father taught Nikita, as was his reason for completing these things.

When the day came, Nikita returned her father's familial dedication in kind. Diplomatic relations with one of their more distant allies were breaking down; an envoy was needed, some way to cement what was beginning to break down. Nikita volunteered before the elders could even finish consulting over nominees: she would go and speak with the prince. She would find a way to make this right. It was not a sense of national pride that pushed her so; succeeding at such an integral task would buoy her family's status immensely, provide her father with options beyond the cutthroat variety available to him at present, give her younger brothers the leverage they would need to elevate their positions in the hierarchy without violence. It was the best she could offer them.

Unfortunately, other difficulties arose.

In truth Nikita only had time to meet with the prince once, an official greeting upon her arrival - an audience, little more - before his sister was abducted and the prince himself dispatched to her rescue. Without the prince in court, and, more importantly, with this curse of cold taking priority over other pursuits, she saw little choice. She would have to follow.

Not as a warrior, though she had that ability. Not as an assassin, though there were murmurs suggesting some might approve of such an option. She would go and be what she had intended to be: a representative of her people's interests; a courtier. She presented herself at Mount Volcan fortress not as an aggressor or hero come to break down the Ice King's growing kingdom, but as a protector, to the king as much as to his sister. She would stand at his side, act as his sword, if only for that opportunity to be present. One cannot enact change at a distance from so great a threat; one must act upon it directly, execute precisely, even when one would rather not do what one must do to succeed.

Appearance:

Nikita, though tall for a woman among her people, is hardly imposing. She wears her black hair long, usually braided or simply bound, only held up tight when expecting combat conditions. Her skin is an earthy tan, eyes a dark brown - indeed, everything about her could be described as "grounded" in a sense, from her often inscrutable calm to the pragmatic condition of fitness she maintains: not overmuch emphasis on strength, enough to remain effective, even in these often harsh conditions.

Time spent in the witch's domain has not been kind, though perhaps less so for her than the base captives she sees day to day. It's rare to see her without some bruising somewhere these days, chafing here, a healing cut there, but it could be much worse than it is. So she tells herself. Despite the whimsy of the witch and king's decisions regarding how much or little she may be permitted to wear on a given day's duty Nikita has maintained much of her steadfast presence, refusing to let herself be worn down when she knows that is the goal. Even so, the stress is there, fraying around the edges of her eyes, turning her shoulders to stone.

Other details:

Nikita was raised by a family deeply invested in her homeland's military. Her father, an officer of some note, made sure she was trained in martial combat, though only assisting in the education rarely himself. She knows her way around a swordfight and a tactician's maps, though lacks much battlefield experience outside of small skirmishes and personal combat. She brought her armor and blade with her to Mount Volcan, though her access to these items is only granted at the permission of either the king or witch. In all her time at the fortress she has made no effort to harm, or even truly resist, the efforts of those who reside in it and, as such, is more often granted her personal effects than she had been at first, though it is by no means guaranteed.

While her goals may be counter to those of the witch, Nikita is no master manipulator. She is fairly plain about her intentions and how she means to go about accomplishing them, her hope being to be tolerated as a kind of entertainment, a challenge to be overcome, and thereby given time to act as the king's anchor in returning him to the prince she needs him to be. Where others hope to succeed with trickery, force, wiles and secrets, she chooses to try honesty and reason. It could hardly be any worse a plan than the others, could it?

As one may expect of a noble, Nikita is well educated, well-spoken and familiar with the care and riding of horses, arts, music, dance and the like.

She's a little hard to categorize by the listing in the OP. Sort of a heroine, but not really; kind of a captive, but not exactly. I thought she might be a kind of foil to the various monsters and bastards surrounding the Ice King, a voice of reason who none the less stands among his swords. Possibly a source of comfort for the princess on the really bad days, if they're allowed to see one another at least.

Shjade: Nikita is a well defined and very fitting character for this setting, and I am enthusiastic about her presence in the game. I appreciate such a well thought out and nuanced character and you have a set place in this role-play if you want it. I'm adding you to the list. :) as

Charles:I'm going to reserve the Golgothan as an NPC, but the orc chief is available. I just need a character sheet with a basic description. Please use the description as an example of your writing abilities.

Tsunami:A bastard brother to Ivan would be a good fit. Please submit a character sheet to this thread. Since you are family, you would know that Ivan's father is Erik Agnost, "the Great", a well beloved king that brought warring noble families in Aranthia together and helped to drive off the orcish hordes. Among orcs, Erik was respected as a martial leader and fierce fighter, even while hated as the enemy. Erik was frozen and remains in the ice-crusted palace, and when asked of his condition, the ice queen often assures others in his place that they exist in perpetual peace and comfort, never answering whether they are alive or dead. Erik might have a bastard child or two at most, not known as a pleasure seeker but an honorable and dutiful ruler.

Carnivorous Bunny: I like both characters. As always with role-playing, you must play who you feel compelled to play and can play well. Let me know when you've picked.

Kekec: There is a place for a personal guard. Let me know what you have in mind and submit a character sheet.

I have an idea for a character, so let me know if it fits: a half-elf (human father, high elf mother) warrior who was broken down and effectively 'mind controlled' by the Snow Queen. Rather than using an orc or some monster for this role, he can fit in better among humans or elves. While he's not technically 'mind controlled', he's been brained washed to the point of believing that the Snow Queen is the only person in the world that he can trust, partly through magic, and partly though other, less subtle means. Its possible that he could be redeemed, though the depth of control that the Snow Queen would have over him would be great.

Let me know if that concept fits, and I'll put together a character sheet if it does.

Countdown: The character you are describing sounds almost word for word like Ivan Agnost. Agnost represents masculine strength and leadership and is half-corrupt by the Snow Queen in an effort to control the lands. He should have qualities that another male serving the Snow Queen should lack that make him desirable beyond his family name and his history on the battlefield. Any male character in service to the Snow Queen directly should not be well rounded enough to be a rival for her faith and interest. On the other hand, if we're talking about a dumb-as-bricks bodyguard or an uninspiring errandboy, I can see a possible role open.

This is for anyone preparing to submit a character sheet for the Snow Queen. There is a lot of responsibility with the Snow Queen, because her will is so manifest in this setting. What you should incorporate into and know about this character:

She is a beautiful and dominant female figure of immense charisma, over-powering presence, and incomprehensible loneliness.

She is centuries old, beyond human years.

She is the jilted lover of a wandering god, Mavar [may-vahr], who is responsible for the freezing of her heart and the powers (and curse) of cold that she is infused with. Mavar left this world long ago, taking a human woman as his lover away with her.

She loathes humankind and takes pleasure in their subjugation and pain.

She came to Mount Volcan Fortress three hundred years ago, seduced the captain that governed it, and made an end of he and his army that held the Fortress.

She does not eat, nor sleep, and has vast chambers beneath the ice and rock in the bowels of the fortress.

Shjade: Nikita is a well defined and very fitting character for this setting, and I am enthusiastic about her presence in the game. I appreciate such a well thought out and nuanced character and you have a set place in this role-play if you want it. I'm adding you to the list. :)

Nifty, glad you approve. Wasn't sure if I was assuming too much about the setting/other characters in her setup. n.n

Appearance: Very large and heavy, but almost all of his weight is just pure muscle. He keeps his head perfectly smooth, so as not to let his opponents get a grasp on his head should he give them the chance. His body is marked with scars from the various in fighting among his fellow orcs and battles that gained him the lead of the legion. His armor is thick, and covers a good amount of his body, while still being able to move freely. uses a large club as his main weapon. He wears a loin cloth when not in battle, but always has his club nearby. Unless in the presence of the king or queen.

Personality: Cold and unforgiving. He takes pleasure from torturing the foes he has won over in battle, and claiming to the woman his men drag back from the fields. Either for payment for another few months, or simply because he has become bored. He's quick to anger, and won't back down from a fight if challenged.

Background: He was raised a a warrior, like all the children that were raised under the rule of the the ice king. As a child he was pitted against others, and all the wild beasts of the land. They were to either live, and become warriors, or die a coward with no glory. He killed as many of his friends and family in training as he has taken woman. He rose through the ranks quickly as he grew older, eventually taking the leader of orcs on in single combat. The old leaders head now sits on the top of his club, a reminder to what he has done to become what he has and to strike fear into his lowers lest they forget their place. He commands the legions in turn for the king, as did the many orcs before him. They get freedom and safety from the ice and famine in return of doing as the king or snow witch wishes and wills. He has come to respect the king, despite fearing the snow witch for being able to corrupt the king to his core. He resides on the mountain, away from his legions resting and playing with the captives from the raids.

On the Snow QueenShe is the jilted lover of a wandering god, Mavar [may-vahr], who is responsible for the freezing of her heart and the powers (and curse) of cold that she is infused with. Mavar left this world long ago, taking a human woman as his lover away with her.

Does this imply that she is either a high elf or a god of some sort?

2. PowersJust how powerful is she? Does she use some sort of mind control magic to keep people under her powers? Or is she simply very charismatic?

3. PlotSeeing as how you (Darkmoon) are the main GM, how much leeway is given to the player playing the Snow Queen to dictate plot?

4. ImageIs the image below sort of the 'vibe' you were hoping for with the snow queen? Any recommendations or requirements for clothing/looks would be appreciated...as would additional images.

1. RaceDoes this imply that she is either a high elf or a god of some sort?

No. There is flexibility here, including the backstory of, if she is mortal, how she attained her powers. I am open to the player's imagination here in terms of shaping this character to their liking.

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2. PowersJust how powerful is she? Does she use some sort of mind control magic to keep people under her powers? Or is she simply very charismatic?

This is up to the player. I imagine there is a certain corruptive and/or seductive influence that she has, which can limited to charisma or can go beyond it and be an enchantment of some capacity.

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3. PlotSeeing as how you (Darkmoon) are the main GM, how much leeway is given to the player playing the Snow Queen to dictate plot?

The player has full liberty to take the plot where they wish with respect to playing the character they have. They should clearly take direction from their character's motivations like any RP, but there are no restrictions here.

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4. ImageIs the image below sort of the 'vibe' you were hoping for with the snow queen? Any recommendations or requirements for clothing/looks would be appreciated...as would additional images.

I would say the image sums her up nicely as one representation that a player could go with. The key element is that she is beautiful and exudes a certain confidence. She would not be submissive, given her actions to date to control others. Clothing, I imagine, would be reminiscent of a wealthy, exorbitant, queenly regalia, embracing qualities such as sexuality, cool tones (whites and blacks especially), and comfort despite cold weather. She should be very desirable.

I think I might be interested in a position in this roleplay, if you don't mind. English isn't my first language, but I've been speaking it fluently for a while, so I do hope my grammar is adequate. Is there any particular position (of female gender,) that you would like filled for the story as of now?

I think I might be interested in a position in this roleplay, if you don't mind. English isn't my first language, but I've been speaking it fluently for a while, so I do hope my grammar is adequate. Is there any particular position (of female gender,) that you would like filled for the story as of now?

Praise the Sun! There is definitely room for more female characters. While no specific roles have been laid out, other than the Ice Queen who has one or two applicants without character sheet submissions in yet, you can feel free to submit anything you wish or run an idea by me.

Indeed, Praise the Sun! It will be my pleasure to engage in Jolly Co-operation, and I'll see what I fancy, and if I can take a role or two. I'm curious, would one or two of the roles in the castle that are clearly defined as male, possibly be switched, or should I just focus on making a sheet or an idea for the more female-specific roles?

Indeed, Praise the Sun! It will be my pleasure to engage in Jolly Co-operation, and I'll see what I fancy, and if I can take a role or two. I'm curious, would one or two of the roles in the castle that are clearly defined as male, possibly be switched, or should I just focus on making a sheet or an idea for the more female-specific roles?

I was thinking of a role similar to the orc king or the golgathan, but female. Rather than a vicious, brutal orc man, it could be some half-devil, or a frost-giant's kin. The golgathan could be a brutish full frost giant. Generally I do like the more savage, evil sort of roles, but I'm much better at playing a female than a male.

I. Deceased gladitor brought back through dark magic.Ii. Frost Elf - Possibly slave hunter or rouge. Magic base character. III. A villianous hero. Not sure of the term for it. Do not think it is anti-hero.

[...]III. A villianous hero. Not sure of the term for it. Do not think it is anti-hero.

My hero was going for more of the ‘gentleman rake’ vibe than traditional knight in shining armour, so there might be a little overlap there. Still, if Darkmoon is happy to accept both characters, I’m more than happy to team up.

I was thinking of a role similar to the orc king or the golgathan, but female. Rather than a vicious, brutal orc man, it could be some half-devil, or a frost-giant's kin. The golgathan could be a brutish full frost giant. Generally I do like the more savage, evil sort of roles, but I'm much better at playing a female than a male.

My hero was going for more of the ‘gentleman rake’ vibe than traditional knight in shining armour, so there might be a little overlap there. Still, if Darkmoon is happy to accept both characters, I’m more than happy to team up.

I can accomodate both if you both feel comfortable with the others' potential to overlap. Team-ups are grand as well.

I. Deceased gladitor brought back through dark magic.Ii. Frost Elf - Possibly slave hunter or rouge. Magic base character. III. A villianous hero. Not sure of the term for it. Do not think it is anti-hero.

Appearance: Landred seems to defy the frozen misery that’s gripped so much of the realm, which is small wonder given his skills as a warrior are in high demand. Where so many others appear sickly and malnourished, his body has maintained its toned muscle and measured grace, and his chestnut hair remains fashionably trimmed. Both his equipment and warhorse are similarly cared for, and if anyone resents the show of wealth they’re usually wise enough not to act on it.

Were one to see him up close, a few flaws might come to their attention. His dark eyes carry a laziness and impatience that hint of resentment, and his smile is only truly warm when presented with drink or dice. The knight-errant seems to swagger around with unassailable confidence, but beneath the fine clothing his pale skin is marred by a handful of ragged scars along his ribs and right shoulder, telling of prior defeats and a few near misses. Perhaps most telling of all is his equipment. When parading into town Landred is all pomp and ceremony, clad in burnished armour and bearing his family’s pennant atop a hefty spear, but a sharp eye might spot a few things amiss: the stock of a crossbow poking out his saddlebags, a bundled mass of fur and hide armour designed for camouflage rather than head-on fights, and a few other tools more befitting an cutthroat than a knight.

Personality

At first glance, Landred almost appears to be the gentleman and noble he claims to be. Those meeting the knight-errant for the first time would be greeted with a pious and gallant veneer, and it is all too easy to be seduced by his assurances of honour and valour. Most people only catch a glimpse of his true nature once the warrior has his reward safely in hand, and only a select few are perceptive enough to see his true colours in advance.

A paragon in name alone, Landred is in fact a rake and a fatalist at heart, and only performs his knightly duties in pursuit of more coin with which to drink or gamble. He’s quick to smile and quicker still to celebrate, but his infectious cheer is of the superficial kind: to him, happiness and fulfilment are things to be found in cups of wine, gambling dens, and occasionally brothels. He’s seen much of the world in his recent travels, but his journeys have just convinced him that liars and cheaters always win, and that it’s better to be the winner than loser.

For all his vices, Landred nevertheless retains a slither of nobility at his core. Beneath his failings as a traditional hero there is still a talented fighter, a cunning tactician, and a sharp intellect that adapts quickly to his surroundings. Surprisingly, he even accords to a chivalric code of sorts – he’s yet to resort to outright banditry, and despite his penchant for deceit, exaggeration and shameless carousing he typically does what he’s paid to do.

Background

To understand Landred, it’s necessary to start with his childhood… and that, unfortunately, involves a brief mention of his father, Lord Roterem Villiers of Briarvale.

Lord Roterem had a rightly earned reputation as a vicious tyrant, belligerent neighbour, and harsh parent. Barely tolerated by his king and fellow nobles, Landred’s father was a man who measured success in brute force and the coins he wrested from the subjects of his tiny fiefdom. It went without saying that his children’s sole purpose was to extend his grim legacy. His two oldest sons were raised to be lordlings in their own right, groomed to one day take his place in ruling over the miserable little fiefdom, while his daughters were little more than chattels to be sold off in arranged marriages. By the time Landred was born, his father already had two sons – effectively an heir and a backup – and so Landred was raised to become a knight-errant, a wandering champion who would garner repute for his family in neighbouring realms. His childhood was one marked by wealth but not luxury; the cold halls of Briarvale Keep might’ve been home, but under his father’s oppressive gaze they were a place of hard work and painful lessons.

Everything changed when Landred came of age and was unleashed upon the world to seek fame and fortune for his family. Suddenly there were no more dour-faced tutors or snarling instructors: there was wine, and dice, and women, and song, and a hundred other opportunities waiting for a jumped-up swordsman who could charm a crowd. There were also alchemists – strange, reclusive people who, like Landred, appreciated the value of cold pragmatism and careful calculation. He met one almost by chance after setting out to capture an elderly fugitive wanted for forgery and murder. What should’ve been an easy bounty soon turned into a farce as the old man proved to be a wily opponent: the use of flash-powder alone allowed the criminal to slip through Landred’s grasp on a half dozen occasions, and there were countless other examples of shackles being melted by acid, drinks being spiked, and one particularly nasty incident involving a firebomb that killed Landred’s first horse. When Landred finally cornered the fugitive alchemist, his quarry simply smirked and noted that, with the powers of alchemy, an old man had eluded a powerful knight for almost two months. He then made Landred an offer: spare his life, and he’d teach the knight the secrets of his craft.

After beheading the old bastard, Landred belatedly reflected he might’ve had a point. He kept the deceased man’s books, and armed with his educated upbringing he started trying to unravel the secrets of the strange art. What started as idle curiosity soon blossomed into a genuine hobby, and Landred has started dabbling with a few of the simpler, safer recipes contained in the byzantine tomes.

Over the next few years the Ice King’s madness dragged the realm into darkness, though in some places it wasn’t quite the tragedy it should’ve been. It is joked that when Landred’s homeland of Briarvale was overrun by the Ice King’s marauding armies of monsters and blackguards, the local peasants actually breathed a sigh of relief at the change of administration. Landred would never admit it for anything short of torture, but he had much the same reaction when he found out his father’s realm had been conquered and that the old man himself was assuredly dead in a ditch somewhere.

Abilities: There's no denying Landred’s value as an adventurer, and he has much to show for a childhood spent slaving under expensive tutors, grizzled trainers, and a cruel father.

Noble upbringing: His tutors might’ve skipped the parts on chivalry and honour, but Landred’s courtly upbringing has gifted him with a silver tongue and reassuring presence. He has a talent for charming a crowd and earning their trust (and coin), though the subtleties of a commoner’s life will forever remain a mystery to him.

Knight-errant: As a child Landred was drilled in the arts of horse riding and battle, and he’s since had plenty of time to hone these skills against real opponents. Over the years he has grown to become a competent horseman and lethal swordsman.

Novice alchemist: Aided by a few hefty tomes and a lot of patience, Landred has started dabbling in the arts of alchemy. Outlandish items like healing potions and firebombs still remain well outside his abilities, but he has managed to reproduce a few more mundane bits and pieces. In particular, Landred has been able to make flash powder, smoke powder, and choking powder… though admittedly it’s all exactly the same stuff with different labels sewn onto the pouch.

Weaknesses:Landred has his share of character flaws, but there are also some genuine failings which occasionally cripple his efforts. It remains to be seen whether these weaknesses will get better or worse with time.

Vulnerable to magic - Every student has one subject they struggle with, and Landred’s was undoubtedly the arcane. Neither repeated lessons nor the tutors’ cane could correct his inability to grasp even the basics of magical lore, and to this day his otherwise intuitive mind can’t spot the tell-tale warning signs of magical effects. On a couple of embarrassing occasions he’s even returned from a quest with some useless bauble instead of the magical artefact he was sent to retrieve, necessitating a return trip.

Fear of beasts – A recent near-death experience has left Landred a little shaky when it comes to facing down the monstrous beasts of the land, such as wargs and dire-boars… which is a problem, because slaying such creatures are an adventurer’s bread and butter. He’ll still happily face down ogres, drakes, and demons, but confronting big-game creatures requires a skinful of liquid courage and the use of his longest spear… or, better yet, the use of his crossbow from a safe distance.

Dubious loyalties – Landred isn’t the tyrant his father was, but he still inherited the old man’s fixation with military might, and consequently Landred can’t help but admire some aspects of the Ice King’s conquest. Combined with his love of coin, it’s not entirely certain whether Landred will continue to help the downtrodden populace if things keep getting worse.

Racial prejudices – Opinion’s divided whether this is Landred’s biggest or smallest flaw, but either way there’s no getting around the fact the just doesn’t like elves… or frost giants, or goblins, or just about anything which isn’t human. He makes a slight exception for orcs on account of their military prowess, but given they’re servants of the Ice King or Snow Witch, this concession isn’t particularly redeeming.

Age: Unknown, Appears to be in her late twenties by human standards.Height: 6'0" Body: Perfection - Slender body with curvy hips and a large bust. Slender shoulders and a delicate neck. Strong thighs and toned arms. Impossibly smooth feet and long legs.Hair: White, Wavy, Short - reaches to her shouldersSkin: PaleEyes: Icey Blue

Background: Elaida was once in love...many many centuries ago. She fell in love with a man by the name of Mavar, who unknowingly to her, was a wandering god during the time when gods became men. She spent many years with Mavar, even going so far as to promise to marry him. Her happiness was not to last though. A week before her marriage Mavar met one of the other wandering gods, this one a goddess of summer. While Elaida was certainly a beauty for any mortal, the summer goddess was even more spectacular. Given Mavar's similar status with the Goddess, it wasn't long before Mavar forgot Elaida entirely, preferring to be with the celestial being instead. The pair ascended to the heavens with their new found joy, leaving Elaida heartbroken, jilted, lonely, and embarrassed. Most of all though, the human felt anger...anger at summer...and anger at the gods. She vowed from that day forward to ensure that the gods knew of suffering.

It was at this same time that the human realized that she had some affinity for magic. Using her base powers, the human took what she wanted and lived for herself, never trusting another being and certainly never giving thanks for anything. Over time, her heart grew colder and colder and due to her own magical abilities it froze in her chest - literally. It was during this time that she ceased being a human and became something....more. Over the next thousand years she spiraled more and more into her own anger and lust.

None living in the realm today know the full history of the Queen. Those who try to figure out her history all come to find that she first came into public knowledge as a powerful witch. Before her arrival, Mount Volcan Fortress was a truly magnificent castle of glowing ice spires and glistening walls. It was claimed that none could successfully siege the fortress located on the dormant volcano. The knights and warriors of the fortress were known as some of the best of the lands and under the shadow of the strong keep, there was peace. However, about three hundred years ago, Elaida set her eyes on it. By seducing the captain of the guard and earning the inspiration of all the warriors, she saw to it's downfall. One day she walked into the keep and only days later it was under her complete control. Whereas humans and snow elves once served as it's protectors, now orcs and monsters patrolled it's halls. The lands under the volcano where it stood were abandoned except for the slaves that now worked the fields. Over the next hundreds of years, the once proud walls of the keep have turned a dark black color and the icey spires now inspire fear and not hope.

[Part 2 - Prince and Princess - In Progress]

Part 3 - Recent History - In Progress]

Powers: Elaida is a magical being of immense power. None know where she gets her powers from, but all agree that she is not a being to be trifled with.

Cold: Elaida's ability to remove the heat from anything she desires is perhaps her more well known skill. With just the touch of her fingers she can sap any and all heat from a substance or being. The heat is transferred to her own body, powering her spells further. While she has masterful control of close up objects, her ability to sap heat diminishes with distance up to a quarter mile at maximum range.

Water: Whereas her ability to remove heat allows her to freeze objects, it is her ability to control water that allows makes her especially dangerous. A form of telekinesis, Elaida is able to move water in whatever path she desires. Water that has turned to ice included. Once again, her ability is diminished over long distances. Additionally, she is unable to control the water inside of another person. She cannot make water from nothing - but her ability to turn air moisture into liquid or solid is possible.

Corruption: Perhaps the least well understood of all her powers is Elaida's ability to corrupt others. By touching them, usually where their heart would be, the queen is able to manipulate the motivations of others. While not a form of direct mind control, she is able to remove or override what is important to someone. The best known example of this is the Snow King - by adding a love and lust for Elaida into his most cherished desires, Elaida has essentially made the once proud prince into her slave. Unlike her other powers, this ability requires that Elaide be in physical contact with another person, touching their skin just above their heart.

Motivations:

- Because she remembers losing her love thousands of years ago to what had appeared (at the time) to be another human girl, Elaida has a sharp hatred for anything or anyone she considers more beautiful than herself.- As her powers grew, Elaida was able to attain more and more of what she wanted. After a while, it became second nature for her to assume she was nearly a goddess. Elaida considers all beings lesser to her, and reminds them of it frequently.- Elaida was only truly happy once, with her one time lover Mavar. With him, the girl had sexual relations often and with eagerness. However, after his departure, she has come to see sex as ...disappointing. Mostly a matter of her own perspective, any sexual relations with her tend to leave her unfulfilled. Granted, she does try to climax and actively seeks sex that would bring her fulfillment. However, despite her attempts, her ice cold heart and anger filled body leave her wanting.- Being jilted once has left her lonely and secretly afraid of being rejected. She refuses to let anyone truly into her heart again. Instead, she uses her powers of corruption to make them love her.- Because the girl that took Mavar away from her was a goddess of summer, Elaida hates anything having to do with warmth or growth.- While most people of the realm would consider her evil, the queen does not act evil for the sake of evil. She has her own motivations for what she does. However, the means of which she accomplishes her goals tends to be....extreme and evil

Supernatural Abilities: Grimna isn't possessed of a great number of abilities beyond mortal scope, and is no great sorcerer or magi. The only qualities of her that could be described as beyond normal are her ability to control animals, and her complete disregard for the cold, or snow. She is lighter dressed than a great deal of her burlier, fatter orc brethren, but never shivers or bemoans the cold. Her remarkable resistance to the weather is what spawned the rumors that she is half devil, or half frost giant, or half of each. Though Grimna does not speak of her abilities often, her ability to control animals is more akin to telepathic powers, establishing empathetic links with the different animals, not an overt domination of their wills.

Physical Abilities: The physical side of Grimna is what strikes fear into the hearts of all. Raised by Kato the Render: greatest of orc warriors, she is possessed of legendary skill with her adoptive father's axe, and wields it with a bloodthirsty fervor that is even more terrifying than her ability. Combined with her immense physical size and strength, she becomes a nightmare on the battlefield surrounded by her three armoured, horse-sized wolves. Her reputation is reinforced by her sadistic duels with human sized opponents, dropping her axe and fighting them with her bare hands, inevitably knocking them down and then ripping their heart out the messy way with her hands, or ripping them limb from limb.

Beyond the physical sides of her, Grimna is possessed of a vast education, but focused only in the matters of war, as well as its logistics and strategies. Despite the focus on war and its faculties, she makes herself a devilish opponent in the game of intrigue, knowing how to slight a man or woman in court without betraying it with words. Although not in command of the vastest intellect, Grimna employs her cunning, ferocity and ruthlessness in combination to overcome any obstacles she can't chop into with her axe.

History: There was no history detailing the siring of Grimna. Who was responsible, or even what the two parents were. The only true fact known about Grimna is that she earned her title, watering the ground with the blood of any who opposed her, no matter their station. Her recorded history began when she was only eleven years old. The rip-tooth clan of orcs was a moderately sized band of orcs, prone to all of their regular behaviours and more feral desires. Orcs were always known for their love of wanton destruction, making small raids on settlements and generally destroying anything resembling a cohesive society small enough to be preyed upon. This was before Grimna.

Eleven years old, clad only in a cloak of rough fur, Grimna was found at one of the fires on the outer ring of the orc encampment. She was covered in blood, the three orcs assigned to the watch murdered, throats ripped out where they stood. She was feasting on the meat they had been cooking over a fire, tearing into it with sharp teeth, three massive dire wolves at her feet, fur as white as snow. Also known for not being the bravest of creatures, the first orcs to see this reported it to the leader of their clan, an uncommonly wise orc known as Kato the Render. The report confused him, more than anything, and curious, he made his way to the edge of the fire, where the three wolves were snapping orc bones with their teeth. With the standard disregard for his fellow orc, Kato sat on a log opposite Grimna, and had a conversation with her, wolves growling at him the entire time. Details on the conversation were never recorded, and Kato took the secret with him to his grave, but the results sent them both down a path that would carve their names into the history of the north.

Grimna was raised by Kato and his band of savage orcs, and quickly became a symbol for their rising clan. Possessed of a kindred spirit, Grimna had command over the more savage tundra animals, including her three wolves, who were named Urga, Denethar and Kinra, her own royal guard. This ability lead to the brutal inter-species wars between the rip-tooth clan and several others. Their chieftans were found, throats missing, eyes gouged out, badly mauled or even just plain never seen again. One by one, Kato and Grimna, something of a daughter to the orc people, subjugated the entirety of the orc clans that resided in the broken chain of mountains. This took eight years of her life, and on the last year, Kato the Render died, living to be 41 years old, one of the longest lived orcs in his whole clan.

The matter of succession came up, and in traditional orc fashion, it came to a fight. In the eight years Grimna was raised, she came to be massive and feminine in her appearances, but Kato the Render had taught her well. Wielding Kato's own battle-axe, North-Fang, she hacked into eight different clan leaders, before feeding their bodies to her wolves. The acceptance of Grimna as chieftan was unanimous in approval. Grimna, obviously being more reasonable than all of her predecessors, began forging alliances. Frost giants, pale-orcs, goblins and even a clan of ogres, all treatised with Grimna, and so she forged a dangerous alliance of the most terrifying and monstrous races of the north, headed by the rip-tooth clan of orcs, and Grimna the Blackheart.

(Decided on a picture to go with her, and just completed the character sheet. Give me a heads up on if it's good or not!)

I've been following this thread for a little while now, and it's nice to see it come to life. I'm intrigued by the idea of a snow elf rebellion, but before I take the plunge and submit a character, I wanted to ask a few questions.

Is the rebellion a massive uprising, or more of a resistance movement? Are the elves autonomous, having their own villages and cities, or are they mixed in with other races who might be watching them? And what is the goal of the rebellion, to escape to more pleasant lands, or to overthrow the Ice King, or something else?

I'm thinking my character could be a mage, or a spy/rogue type depending on what form the rebellion takes. I'm wondering what a snow elf would look like, though. Maybe something like this?

Age: Unknown (Deceased at his late twenties.)Height: 6'0"Body: Muscular. Gorgrim is a chiseled brute and the stories of the monstrosity are not far fetch. From his former life in the arena, his body has been toned and sharpened through rigorous training. Large hands capable of gripping and crushing a being's skull. Strong and long athletic legs which allow room for acrobatic feats. The only thing that shies him from being as hard as stone are the scars that can be found etching all over his fit figure. Hair: Ebony, long and braided. Skin:Holds a green pigment. (Once was tan.)Eyes:Crimson (Once were Green.)

Background:

From War Orphan to Warrior

Allick Silverstar, not a birth name mind you. He can vaguely recall his name in his younger years. Back then there are short memories of running and playing in the wilderness or on the rooftops from his birthplace; he does recall coming from a poor family, a quiet village which was put to the torch from the cruelty of war. Many were killed, those that survived were taken prisoner and some taken or sold into slavery, such happened to the barbaric child who would later be deemed Allick.

The boy was ‘adopted’ by a noble who gained his famed in arms dealing. Silverstar was a blessing name, many of the wares that were sold carried a similar title for businesses sake; however, Allick wasn’t the most treasured of boys. The child could never do anything right, he was wild and as expected, barbaric. There were various instances that he was whipped, many times that he escaped traditional teachings of proper etiquette. Frustrated, his caretaker decided for a better demonstration of business and soon had his adopted son sent off to the arena to make a name for himself or die in the process to get rid of him.

Allick was given a talented teacher, a man renown in martial skills and weapon combat. The boy wasn’t simply thrown out to the lions, no, his adopted father did wish for him to make a name for himself and even let the trainer know to do what needs to be done so that the child would be broken in.

Growing up was rough for Allick, he was beaten mercilessly, forced to train under extreme conditions. He was taught the cold truth that no one is born a genius, that one had to strive themselves every day to get better or that they would be the ones faced down in the sand bleeding to death. The growing man was forced to watch various arena bouts between other contestants, forced to witness the cruel reality that happened to those that were defeated. Allick never wanted to be one of the ones lying lifeless and forgotten. He was told that the victors will grow famous, that one day many would scream the champion’s name. That one could even become ‘God of the Arena’ and be worshipped maybe even inspired other nobility and royalty alike.

The youth slowly climb the ladder of renown within the arena. He was likely one of the youngest competitors as well, fighting at an age of fifteen against various grown men. He wasn’t outright thrown to the lions, even new blood was not tossed to seasoned fighters. There was even some disapproval in the crowd to see such a ‘boy’ fighting, but Allick managed to surprise them all with his consecutive victories which went on for a good decade.

Allick the Bold, Allick the Fearless, the young man had various titles within the arena. He was always pushing himself, even after he became champion at the youngest of sixteen. Within that decade he held the title, broadening himself by fighting multiple opponents as well. How else could he impress Queen with just one on one bouts in the arena? It gave the crowd what they wanted, he trained himself against seasoned men and prisoners set to execution. He had already carved his name through the history of the arena and his bouts kept drawing attention, inevitably catching even the Queen to observe his matches.

Even grown, Allick was still a ’boy’ in means of wanting to show off. He boldly went up against a rival school three to one, something his master had forbid him to do. It wasn’t ’noble’ to generally show off against other well known gladiators, and since the Queen was there watching this event the man went farther in humiliating his opponents by fighting them unarmed. It was a sight to behold for that age, him swaying and rolling, flipping and avoiding various swipes of his opponents swords. Countering by moving in and unleashing a fury of punches and kicks against his competitors. Two were disarmed and disemboweled by their own blades, the other fallen was mercilessly put to the sword when Allick climbed over his body and withdrew the blade, heaving it through the poor gladiator‘s skull.

The Fall of a Gladiator, Rise of a Beast

If only he knew how furious the rival school were and how far they would go for revenge, he might of taken a different approach that day. They went after Allick fully by setting up his adopted father first, making it appear like the man was secretly giving weapons off to the rebel forces and soon leaking this information to the Queen’s informants. They further left more incriminating evidence by sneaking in Allick’s master’s home and leading more information that he was a part of the rebel forces and had been training Allick and the other students to one day take up a sword against the queen by tricking her to enter their compound with a small garrison of solders.

One could only imagine the sparks these believable lies confounded.

Enraged, the Queen had Allick’s adopted father hung, his manor ransacked of all valuables and burned to the ground and his business fully compensated. Allick’s master was left to interrogation. There was a belief that he had some information with the rebel forces so he was victimized and tortured, never saying a word, always telling them that he was faithful that this was a mistake. Unfortunately that man inevitably died in the dungeons. Allick’s fellow ’brothers’ and ’sisters’ were taken and added to the experimentations of the Queen’s magical followers; along with Allick being the last on the list.

Allick didn’t put up much of a fight, many of his fellow comrades did, but he didn’t offer any resistance. Even when confronted on the possibility of treachery, given the chance of being ‘spared,’ if he told were the rebels were hiding, he merely shook his head and answered that he was no traitor. “Why would I betray the one I wish to make my woman?” He never expected things to end that way, being ignored, being bound for a dark ritual to come. He wasn’t sure what hurt the worst; not being believed, not able to tell the Queen how much he respected and loved her, or the blade ending his life.

Something happened during that ritual though, it could have been the late possibility of one of the Queen’s informants barging in in hopes of stopping the unholy ritual. Although that much was too late and to save themselves to not end up on a similar table and strapped down for their impudence, they apologetically told her that they found later proof that Allick’s master was innocent along with the rest of the currently deceased, falsely accused ‘rebels.’ That they were deceived by a rivalry feud.

While the best solution to handle the situation was debated over, Allick’s corpse underwent a change in pigment. His spirit was returning to his lifeless form and shockingly enough the man came back to life. Although, he couldn’t be considered as ’human,’ any longer; he had done lost the luster of his green eyes. There was nothing but a deep crimson about them, even his tanned flesh took a greenish hue. There were other changes of his body from the twisting from dark magic, some may expect a demon might as well possessed the host and violated it as such, making his teeth sharper along with manipulating other proportions of his body; whiles others may argue that it could be the entity of a higher plane being.

The informant advised the Queen to kill the monstrosity, but she ignored it. Maybe there was some intrigue to the dead coming back to life. Perhaps she was feeling confident enough of her own abilities as well if hostilities came. Though they didn’t when Allick was unbound, questioned of his loyalty. His manner of speech was mostly broken, vague then as it is today. Though actions spoke better than words and she had one task for him to initiate him as a guardian.

The rival school, well a lesson had to be made on them. She boldly called them out in their false claims and gave them an easy option. She would ‘let them get away with it’ only if they defeated her new ‘pet.’ There would be no interference either from her or her guards that accompanied her that day. If they did win, they would have to leave the city and they would be unmolested in doing so as well. The options appeared more in their favor, they even thought her as blatantly insane to throw something as random as that at them. Not to mentioned a cloaked and lone individual.

The cruelty of reality was farther from the truth of what they had expected or assumed to be up against. The first rival student was disemboweled in one fluent movement from the shrouded advisory. Only shock silence fell from the remaining students and their master when they found their comrade laying in half on the ground and blood dropping out from the clothing of the deceased pupil. It all had happened in a flash, but for those that watched closely, the inhumane being had swiped his curved blades through his victim’s torso to give him ample time to lower and shroud them in his clothing before the body hit the sandy floor.

From there it was a complete bloodbath and the more his destined enemies fell, the further he grew intoxicated by bloodlust. His adrenaline went haywire that day; and he suffered many wounds along his body, but none of them stopped him. Thankfully the only thing he lost in that bout was his cloak, having flung it into an opponent to stall their interference from him hacking apart another’s limbs. What he did to the leader was far more gruesome than the bodies of the students. It was enough to even sicken several of the soldiers there. The phantom of ‘Allick’ skewered the mastermind of the plot, just enough to keep him alive, before proceeding in eating his destined prey before the Queen and her warriors.

From then on the Queen gave him a new name and made him her personal pet. There were a few that spoke against this, but those that did later vanished from the Queen’s unit. Gorgrim had proven his skill so far and his loyalty is unquestionable towards the Queen. Live and serve, he doesn’t question his duties nor is he one to hesitate in stepping out on the battlefield when it comes to uprooting other rebels. Gorgrim has killed many that the Queen has directly told him to and boldly enough he has even ignored commands of doing similar from other rank individuals. There is only one voice he follows and that is the Ice Queen.

Strengths:Meelee Prowness: In his former life he was a formidable adversely in both unarmed combat and dual wielding. Acrobatics: Allick was always a natural acrobatic, in his younger years he was that kid playing out in the wilderness like a wild beast. His time spent in the arena only increased his acrobatics skill. His fighting style heavily relies on the use of various rolls, flips, and also turning the environment(or his opponents) into his playfield.Throwing: A later trait that he picked up in his former life, Allick has a tendency to heave a melee weapon into the body of an opponent with deadly accuracy and proficiency. Spiritual Aptitude: In his new life, Gorgrim can detect things and people holding a hint of magic about them. Therefore simple illusions are wasted on him and more importantly should the Queen ever desire magical items or individuals to be in her possession, he is usually the first sent on the errand. Bloodlust: Gorgrim feeds off of it, in the heat of battle he forgoes his feeling of pain, fear, and mercy. For him, it is a severe adrenaline rush, his strength, speed, and reflexes are greatly heightened. He completely indulges his beastly side and what survivors that may flee the scene will easily recall the horrors of the Queen’s monstrosity. Weaknesses:Beserker: Gorgrim is generally sent alone to quell small rebel forces. No one knows what twisted him so, but on the battlefield he becomes a beast unable to distinguish friend from foe once a large amount of blood is shed. Not to mention he becomes very brutal and extreme in his killings. Broken Language: His manner of speech and understanding isn’t perfect. He only retains vague memories in his past life and he does have minor knowledge of the meanings to certain things now. Queen Devote: (If this can be consider a weakness) Gorgrim will outright attack anyone who blasphemous speaks of the Queen or anyone who as blatantly considers themselves to be the Queen. With that in mind, he won’t take orders from anyone other than her, not even the Orc Chieftain nor the Ice King has any control over him.Past Name: He doesn’t like the mentioning of Allick Silverstar and if someone were to confront him with this identity, he might assault them in anger.Lack of Armor: A small difference from arena life and his new life, although Gorgrim doesn’t limit his body movements with armor. This is both a good and bad thing, the plus side to it is the fact he can easily and freely move and doesn’t have to deal with the limitations upon his body(more flashy acrobatic movements,) the bad of course is that he is practically defenseless.

I've been following this thread for a little while now, and it's nice to see it come to life. I'm intrigued by the idea of a snow elf rebellion, but before I take the plunge and submit a character, I wanted to ask a few questions.

Is the rebellion a massive uprising, or more of a resistance movement? Are the elves autonomous, having their own villages and cities, or are they mixed in with other races who might be watching them? And what is the goal of the rebellion, to escape to more pleasant lands, or to overthrow the Ice King, or something else?

I'm thinking my character could be a mage, or a spy/rogue type depending on what form the rebellion takes. I'm wondering what a snow elf would look like, though. Maybe something like this?

Hi Melange,

The image you have is a good fit. I allow for a diversity of features and shades among elves, including ear length, etc. Wood Elves, High Elves, Snow Elves, and Sea Elves would all theoretically exist within this setting, if not all present in this region.

On Snow ElvesThe ancestors of Snow Elves are the exiles of other Elven nations, largely wood elves. They may have been criminals, or perceived as tainted or misguided in a way that did allow for their presence in their homelands, and since Elves do not kill their own, for fear of being forsaken by their Mother Goddess, Kiata, exiles have often united in the unsettled regions of the world. The Snow Elves are those identified as a cohesive people, of mixed ethnicity, dwelling in the subsurface city of Mehethelon, the "Chosen Prison". Warmed by the great lake of fire that dwells beneath the same mountain chain in which Mount Volcan is tallest, nearby Mehethelon, linked to Volcan by a series of tunnels, is close to the snow-capped surface of the mountain pass to which Volcan is adjacent. This has granted the elves numerous encounters with passing peoples, and given them easy access to the paths and roads to greater civilization, which holds them in scorn.

The Snow Elves were subjugated and made to kneel by the Dark King Agnost and his force of men and orcs. It was a siege that resulted in much bloodshed and loss of life among the Snow Elves, and finally their submission. Many Snow Elves hold great hatred in their heart for that time, for orcs and men alike raped and killed at will in Mehethelon. Agnost himself is said to have a great lust for Snow Elves, and some suspect he keeps one to himself at all times for his own pleasure.

The Snow Elves quietly submit for they have no allies and they are outnumbered, but they are a strong people. Some of them cling to the mountain snows and kill off who they can, fighting a guerilla war against the invader, while others plot assassinations. They do not give up hope for freedom, even if many have given in to serving Agnost and the great sorceress that haunts their dreams.

I will more fully review the character sheets in the coming days and add them to the first post if they are approved. Thank you for your continuing submissions, (and please don't hesitate to keep submitting more). May the snows consume you.

This is not yet finished. Will be editing in more in the personality and abilities section.

Rosal Pangarap

Role: SacrificeAge: EighteenRace: HumanHeight: 5'3Weight: 130 lbsBuild: In one word Rosal is an endomorph. She is no slender beauty; her curves are full and soft. Luckily the extra fat she retains is evenly (and discreetly) distributed throughout her body. The excess weight she has padding her face only adds to her naturally youthful aura. Her healthy glow and voluptuous body are a reflection of her happy and easy life. Hair: Black, thick and wavy.Eyes: BrownSkin Tone: Due to the endless winter creeping in to her formerly sunny homeland, her once golden brown skin has turned in to fade in to a light mocha colour.

Background: The Pangarap family is from a tropical country far away from the heart of Eversnow. For decades it was safe from the icy grip of the evil monarchs. Those were good times; many of its citizens had never even worn anything warmer than vests and short pants, and closed-toe shoes were unnecessary for day-to-day life.

Rosal's father and his family started from rock bottom; her mother was a noble woman. Rosal's father was diligent, intelligent, and persevering; her mother was headstrong, cunning, and even more intelligent than her father. Even before Rosal's father amassed his vast fortune as a merchant her mother already saw the man's potential. Despite her own mother's vehement objections, Rosal's mother married the lower-middle class man.

Not long after the union Rosal was born. From day one Rosal was raised to be the perfect lady. Her mother had been disowned as a noble lady, but that did not mean that the young girl was going to grow up to be a barbarian. Being a good hostess, entertainer and homemaker was a must, but understanding feelings and using it to one's advantage was an absolutely essential skill for a truly successful woman. Rosal proved to be a promising pupil, but her true talent was in the arts. She was an extremely gifted dancer, singer, and musician. So much so in fact that as soon as they could afford it, her father hired a very reputable bard to be her private tutor.

Rosal's private lessons started when she was eight. By then the eternal winter skies were already visible in the horizon and a noticeable chill stung in the night air.

On Rosal's tenth summer the leaders of her country started sending sacrifices to the Ice King in hopes of buy slowing down the approaching winter. To their relief it worked, but only every time the frosty monarchs was satisfied with the sacrifices sent. Soon the desperate practice of sending three to seven girls at a time would start, and girls would be hidden from the public eye for their own protection.

At twelve, Rosal's mother birthed twins; two little boys who would become Rosal's whole world. By this time their family wanted for nothing and had reconnected with her mother's family, giving them political pull as well.

Thanks to their reconnecting to the world of politics, the Datu, or the monarch of her homeland, eventually heard of Rosal and her gifts as a bard and her loveliness as a girl. On Rosal's seventeenth summer The Sandata, the Datu's special army, marched in to town, as they did every three years since the sacrifices started. They tried to take Rosal away but a friend convinced them that she would only be lovelier as time passed. Did not women of true quality only grow better with age? Her mother's blinding beauty was a testament to what she could and would grow in to.

The Pangarap family counted their lucky stars that the desperate gamble had worked.At the very least they had bought the Pangarap family one last year to be together and say goodbye.

When they came back Rosal nor her parents put up a fight. Rosal had watched the winter clouds creep closer just as she had watched her younger brothers grow up in a world with a fading sun. It was her duty as their older sister to protect them in any way she could, and she would do just that even if it cost her her life.

Personality: Despite her sheltered upbringing Rosal is not one to complain or whine. If anything she resents being treated like a spoilt child, and sees anything outside her small sphere of experience as a challenge that needs to be conquered. However her lack of worldliness is very evident when she is made to interact with people who have lived in extreme hardship and poverty.

Abilities:Rosal is a well trained lady; her skills focus mostly on the art of entertainment. When she puts her mind to it she is quite the considerate hostess and proficient performer. While she is no warrior or trained assassin, she has a few tricks up her sleeve.

Captivating Performer: Rosal has been performing for as long as she can remember. Due to her extensive bardic training she has learned a few special songs with interesting effects. From inducing drowsiness, to enthralling her audience, to inducing agitation or even frenzies, Rosal has a good deal of control over atmosphere as long as she continues performing.

Silent Presence: Even when she isn't trying to be sneaky there are times when Rosal manages to surprise people with her presence. Perhaps it is because she is able to control her emotions very well, but for some reason she has the strange ability to fade in to the background when she does not wish to socialise. Her childhood nickname at home was Bubwit, or Little Mouse. This is no full-proof technique or skill that can be used on the battle field. It simply allows Rosal to move around without being noticed when people have their guard down.

Uncanny Empathy: Call it women's intuition if you want, but Rosal has a knack for knowing what people are thinking or how they are feeling. It's nothing like mind reading, but it is fairly remarkable in its own right. Normally it would be a handy trait for bluffing, gambling and interrogation, and in its extreme form Rosal can sense if someone significant to her is experiencing very intense feelings despite being separated by great distances. The range of the effect is defined by the intensity of the feeling or experience.Rosal herself is unsure what this ability actually is, but she is pretty sure she inherited it from her mother.

Name: Xander RhurivirSpecies: Half Snow Elf (Claims to be ancestor of a God; then again he claims many things.)Role:Phantom Thief

Age: Unknown (Appears in mid thirties) Height:5'7"Body: Frail. Maybe it is due to his elven heritage, but Xander is not the tallest of men nor is he the strongest. His frame is quite limber and only falling short from lanky if it wasn't for his average height. Physically he is blessed with the elven traits, skin possessing a subtle smoothness to it in texture and it is from that same bloodline that keeps his features with a rather youthful appeal to them. Hair: Short, wavy and possesses an unnatural ivory pigment. (Although many believe it to be dyed.)Skin:A light tan complexion given from the snow elf blood. Eyes:Gray

The plight of the snow elves sounds perfect for what I have in mind! I'll try to submit a character soon. She will probably be a mage who specializes in earth and fire magic, and is using her abilities to sabotage the Ice King's war effort, by collapsing bridges (or melting them if they're made from ice), dropping boulders onto supplies, and so on.

The plight of the snow elves sounds perfect for what I have in mind! I'll try to submit a character soon. She will probably be a mage who specializes in earth and fire magic, and is using her abilities to sabotage the Ice King's war effort, by collapsing bridges (or melting them if they're made from ice), dropping boulders onto supplies, and so on.

Another day another edit, this time to add a few weaknesses to my character sheet (which will hopefully make things a bit more interesting). Depending on in-game events I’m thinking these flaws will gradually get better or worse… after all, there should be a bit of room for character development.

As an aside, I'm pretty pumped about this thread. The setting looks great, and there have been some absolutely incredible character ideas so far.

The mate of a black widow spider goes into the deadly courtship either foolishly seduced with her lies of everlasting mirth, or knowingly accepting his fate just as long as his last taste of pleasure and pain is at her fingertips

The mate of a black widow spider goes into the deadly courtship either foolishly seduced with her lies of everlasting mirth, or knowingly accepting his fate just as long as his last taste of pleasure and pain is at her fingertips

Background: It is said that Viktor's parents escaped the north when he was but a babe. They settled in the warmer lands of the south where the taint of the Ice King had not yet oozed. Growing up, Viktor was oft-maligned by the environment. Those should've been signs enough for his parents to recognize the aberrant mind taking place within their child's head. Then he killed his friend's--as many had perceived them to be--mongrel. A little while later, his friend was found dead, his body opened from sternum to groin. The precision of the incision intimated at a skilled hand, but everyone suspected Viktor, and it had proven true when his parents followed the stench and found rotting organs in his strongbox. They sat him down and tried to see where this evil was coming from, but all they could see was a grinning boy who had just recently entered manhood. Even his eyes, those deep pools of insanity, couldn't betray him to his parents. All he said to them was that he would soon be gone and that their lives would go back to normal.

When he left, some deep sense of self goaded him north. Before he had arrived to the frozen wastes, he knew not that he longed for the cold, for he had never before felt it upon his skin. All he knew was that where he had been living did not make him whole. By word of mouth, he knew what Mount Volcan was and what it harbored. He wanted to smell this power of the Ice King. He wanted to see what opportunities it held and if there was room for his ambition. The journey north was plagued with a wide range of dangers, which he overcame with sheer luck at first, and with sword and skill later. His body had turned into indefatigable iron. He was confident he could brave the presence of the Ice King.

When he stood before the Ice King, he offered an amicable smile. Yet his eyes belied the horrors he was capable of. He presented the King with his rusty, chipped sword, and pledged his service. The Ice King, perhaps seeing untapped use in a being such as Viktor, or perhaps something more, took him on as a soldier. Throughout many trials, and some within the ranks would say privileges, he decided to make Viktor into his personal guard, to spend every waking moment by his side.

Almost ten years passed since.

----------------------------

I took some liberties with the Ice King, so if you want me to edit something, let me know.

This is a work in progress, as I seem to have misunderstood the backstory. I was under the impression it had taken place over a longer period of time, but it appears the corruption happened quickly? And the Snow Elves are elves that lived in the kingdoms that formerly made up Eversnow, and were magically changed?

I'll revise my character's background once the timeline of events is clearer.

I've updated her history. Though it's subject to change depending on our GM's additions.

Name: Mirien, daughter of EsgalnorRole: Heroine/RevolutionaryAge: 100+ years, depending on how long-lived snow elves are (human equivalent of mid to late 20's)Race: Snow Elf

Appearance: Mirien is slender, like most elves, and is of average height at 5 foot 7. Her blonde hair falls just past her shoulders, and her eyes are blue. She is usually dressed in long, flowing robes and a hooded cloak. She is never without the rune-carved wooden staff that she needs to wield her magic to full effect.

Background: Mirien can trace her ancestry to the first elves that came under the Snow Witch's influence. She was born and raised in the volcanic glow of Mehethelon. Her mother perished of an illness when she was 3 years old, and her father, Esgalnor, was a soldier in the queen's army and away for months at a time. She was raised, as many snow elf children are, by the surrounding community, in the equivalent of an orphanage.

Mirien learned from an early age that there is no place for childhood innocence in Mehethelon. She learned to sneak about, to scavenge for food, and to spy on anything and everything of interest. And the subject she found most interesting was magic. She would follow elderly mages on their routes, and watch as they lit magical flames in the braziers that warded Mehethelon from the bitter cold outside. After months of persistence, she convinced one of the mages to try teaching her a simple spell, and it was then that her aptitude for magic was discovered. The mage took her on as an apprentice.

Mirien had no talent for Water or Wind, and no interest in Earth. But she learned to wield Fire. After decades of study she became a feared warcaster in the Snow Witch's legions, enforcing her will with fire and flame.

Shortly after the Ice King's ascent, after defeating an army sent from the south, she was searching a dead mage's tent for battle plans and discovered a cache of books. Many of the titles were banned in Mehethelon, but for some inexplicable reason she arranged to have them secretly transported to her rooms there. Within their pages were ideas she had never dreamed of. Treatises on law, government, philosophy, and natural rights. Histories of war with the Snow Witch, from the southern kingdoms' perspective. Tales of heroes long past. With the insight gleaned from her reading, she began to see the king and queen as they really were: tyrants. And there was blood on her hands, so much blood. How could she ever redeem herself?

Her plan began by studying Earth magic, which she proved unusually adept in. And then, her campaign against the Ice King's tyranny began.

Her first act of treason was to write a manifesto regarding the responsibilities of a ruler with respect to their people. She had copies made and posted them in prominent places throughout Mehethelon.

Her second act of treason was to begin a campaign against the king and queen's army. Bridges mysteriously collapsed. Boulders fell onto supplies, crushing them. Stairs became so smoothly worn that patrols tumbled to their deaths.

And her third treasonous act was to use her mastery of Earth magic to create statues, sculptures, and murals that depicted the king and queen in unflattering light. They might appear with distorted facial features, bulbous noses and crossed eyes, with their faces grafted onto snails to represent lack of progress. Often she would leave these near the 'accidents' she caused, but of late she has become bolder, leaving them etched onto hillsides or beside roads. Always they are signed with the words Edledhio uin ndoren, an ancient elvish saying that translates as 'I banish you from my land.'

These caricatures, if allowed to continue, might undermine the king and queen's authority and cause more elves to join the rebel cause. Already, the elves call the mysterious rebel the Trastor, the elven word for troublemaker, and regard them as a folk hero.

Abilities

Elven Vision: Like most elves, Mirien can see quite well at night. Moonlight is as daylight to her.

Wind and Water magic: Mirien is considered very weak in these two elements, unable to do more than stir a gentle breeze or condense a few droplets of water from the air.

Fire magic: Mirien is considered above average in this element. She can create small orbs of light or flame that will linger for hours. She can throw fire from her hands or staff, raise a blazing wall of flames, melt ice, and heat metal until it turns white-hot.

Earth magic: Mirien is strong in this element. She can cause stone or earth to explode with bone-rending force. She can make the ground tremble, as in a moderately strong earthquake. She can cause stalagmites to rise from the ground, or create a barrier of stone. And she can shape stone with the precision of a master sculptor.

Weaknesses

Focus: Mirien's magic requires a focus, the runed staff she always carries. She can perform only the most basic of magics if she isn't holding it in her hand.

Is there any clear indicator of how long the Ice King's been around? I looked back through the OP but didn't see one. If the princess is only 19 and her kidnapping was what prompted Ivan to chase down the Snow Queen to become corrupted into her King, the King being around for more than 10 years would make her 9 or younger at the time of the kidnapping.

Some kind of brief timeline might be helpful for sorting out character histories.

I'm not the GM, but something from Kekec's sheet stood out to me:Is there any clear indicator of how long the Ice King's been around? I looked back through the OP but didn't see one. If the princess is only 19 and her kidnapping was what prompted Ivan to chase down the Snow Queen to become corrupted into her King, the King being around for more than 10 years would make her 9 or younger at the time of the kidnapping.

Some kind of brief timeline might be helpful for sorting out character histories.

I was wondering the same thing myself. I'd thought perhaps a year or two had passed since the kidnapping and open warfare had begun--and before that, the Snow Queen gathered her forces mostly in secret in a Sauron-ish sort of way. But I kept Anna's background pretty simple and I could age her up a few years if our GM decides on a longer timeline.

It might be helpful to get an OOC discussion thread going, so everyone who is accepted can come up with ideas on setting details and how the characters get along without cluttering up this thread. Also an ETA on actually starting the game would be good since we've been the recruiting phase a while now.

I'm thinking of my own unique character to bring in here, so I'm looking for a little bit of input from any who would give it.

If it's within the realm of possibility, I'd like to create a captured Snow Elven Woman that has been assigned to be a handmaiden/bodyguard type to the captive princess. If more detail were to be put into it, I'm considering having her family bloodline to be royal. So, perhaps she is an heir to the Snow Elves and that is why the Ice King keeps her captive instead of killing her in the first place.

I think she would have some basic magic abilities, but I don't intend for her to be an overly strong and powerful warrior.

I'd just love some input or thoughts so I can complete this picture and put up a character sheet

I'm looking for a little bit of input from any who would give it.[...]

Well, you did say any.

Obviously the decision is down to Darkmoon (and Joslyn, who’s playing the captive princess), but going off what I’ve read so far I don’t see why the handmaiden concept would be an issue… in fact, it fits in pretty neatly with some of the lore. In addition to the various references to offerings, captives and slaves in general, there’s also this titbit in particular:

Agnost himself is said to have a great lust for Snow Elves, and some suspect he keeps one to himself at all times for his own pleasure.

Even if you’re not playing the Ice King’s hypothetical concubine, it still sets a pretty solid precedent for snow elves being dragged back to the fortress. It also makes sense that the princess would have a handmaiden of some description: as the sister of the Ice King she’d probably get some small concessions; as a valuable hostage to the Snow Witch, it’d be prudent to assign someone to look after her, especially in a fortress infested with brutes.

The bodyguard / mage bit might be a little trickier because it’s hard to justify why a potentially dangerous prisoner would be assigned to guard a fellow captive. There are a plenty of workarounds, though. Maybe she’s only moderately powerful, just enough to protect the princess from the odd drunken soldier, but too weak to instigate a full-blown jailbreak. Or maybe she’s found a way of keeping her magical aptitude a secret from her captors. At any rate, I don't see it being a huge problem. The bigger issue, though, is the royalty thing. That particular card has already been played, and while kidnapped princesses are a staple of the fantasy genre, Darkmoon might decide having both a human and elven princess is getting a tad excessive. On the other hand, if there were two princesses, it'd make sense that they were being held hostage in the same parts of the fortress. It's really down to GM preference.

Anyhow, that’s just my two cents… from a guy whose own character hasn’t been approved yet, no less. Feel free to disregard all the above

On the character note, I would agree with Ontan. The bodyguard/slave thing could possibly work out, if she is a friend of the princess. Maybe they granted her that one boon, maybe she kept it all a secret, the magic and all. Throwing royalty in the mix makes it too complicated. No one is royalty, a mage, a slave and a bodyguard. Slave, mage bodyguard is a decent enough number of tropes!

Interest has picked up considerably. I will review character submissions and add to the first page most likely tomorrow night or Saturday at the latest. I will also work on and provide a timeline as soon as possible, along with more detailed setting information.

A quick response to the time frame for the rise of Agnost as King of Eversnow: it would have happened in a period not to exceed ten years and no less than five. There has been enough time for him to consolidate his forces and to gain a reputation, as well as lay various sieges and expanded his small but dark empire over the snowy wastes that were once more populated.

I was wondering the same thing myself. I'd thought perhaps a year or two had passed since the kidnapping and open warfare had begun--and before that, the Snow Queen gathered her forces mostly in secret in a Sauron-ish sort of way. But I kept Anna's background pretty simple and I could age her up a few years if our GM decides on a longer timeline.

It might be helpful to get an OOC discussion thread going, so everyone who is accepted can come up with ideas on setting details and how the characters get along without cluttering up this thread. Also an ETA on actually starting the game would be good since we've been the recruiting phase a while now.

I will create an OOC thread once an IC thread has been established, which is when there are sufficient characters accepted to begin. I think we are near that point. I just need to vet the submissions so far. I am quite busy during the week so expect more GM activity during the weekend.

The mate of a black widow spider goes into the deadly courtship either foolishly seduced with her lies of everlasting mirth, or knowingly accepting his fate just as long as his last taste of pleasure and pain is at her fingertips

Appearance: The woman is stunning to the eye; her height is one that stands at 5'10”, tall for a woman but not overly so. She has a slender body, a lean figure that stretches from her slender ankles, and trails up her rounded thighs, hips, taut abdomen, modest breasts, a long neck, and cheekbones that give her face a defined look that are surrounded by a thick mane of white locks. Perfection? Almost; but it isn’t her physical appearance that makes her deadly. When she is calm, her eyes are the deep color of chocolate. But when her anger is flared, she feels threatened, or is in

the heat of battle, they crystallize into an icy hot blue. Her skin is cool to the touch and very pale, and her lips are pallid blue as if frozen.

Background: Lady Divijah, back in the olden world, was a simple elven woman of noble birth. Back when the harmonious Elves ruled Eversnow, the land was gorgeous in its environment, and rich in its culture and language, with unity was between every race of elves. The Orcs had been fended off from the borders, and humans could roam through Eversnow with little fear of anything corrupt or evil befalling them.

The young Divijah was the youngest born of 14 children, an often overlooked child because she killed her mother during her birth, ripping the woman in half as she was brought into the world. A curse was placed upon her, a rejection from her father and sisters, and thought to be condemned by the Goddess of Light for killing one of her kind, a darkness crept into her heart with the knowledge that she was born a murderer, had taken away the countess her father loved more dearly than life, and the love incarnate for her sisters.

This hatred for herself, for her family, for the Gods that brought her into the world, unlocked something deep inside her frosted heart, a power that was always meant to be kept in the darkness. Soon after it came to the light that her mother actually cheated on her father with a dark fey, the mysterious man's genes, combined with her immortality and deep cruelty that had been wound inside her heart for many years, Divijah came into knowledge of extreme power that she wielded inside her, and she slowly....slowly took revenge on the emotional pain upon her own family, her own allies, every death she did nailing another sickle of ice deep into her heart, objurgating her from any spiritual deliverance from the Goddess. Finally, she approached the height of power itself, corrupting the King at the time with her power and her body, taking away a member of his family to ensure his loyalty, and cursing the land into an eternal winter, hardening the ground, preventing it to produce, erasing the borders, allowing orcs to roam free, freezing the rivers and killing lifestock.

“Many gauge their success on the amount of friends they have; I gauge mine on the amount of enemies. I am -very- successful.” ~Lady Divijah, during the 27th rule year of King Japheth II

Millennials passed, her power growing with her increased abhorrence for life, her greed for power, her vanity, and her desire for being worshiped and feared. She loved it. Loved the death, loved the cruelty, loved the pain. Their fear, anxiety, and pain only increased her powers, her influence. Kings rise and fall, and she has feasted on their illustrative flesh, consuming them in their own desires and needs, holding her influence over them so as to continue her rule over Eversnow.

“No, no, my sweet. Do not cry. It only makes me want to hurt you more.” ~Lady Divijah to Caira, captured hostage sister of Prince Holon, heir to throne.

Powers: These powers are originally from strong genes from her Fey Father whom her adulteress mother slept with, becoming pregnant with his child. Over time, these powers became more defined with her growing hatred and frozen soul, making her stronger and stronger in the process.

A particular power she has, is the ability to control water, dropping the temperature suddenly into sub-freezing temperatures and using it as a weapon. This can range from making an actual spear, to actually freezing the internal organs and water in a living creature, and freezing him/her from the inside

out into an ice sculpture. Her domain is littered with such ornaments of ones who have tried to “triumph” over her and are now decorations in her dark cave.

As powerful as this is, it is very exhausting to maintain, so she cannot do this all day. Whenever she is under attack, though, she can use the temperature in the air, crystallize it into physical matter, and make weapons from it, or create barricades.

The Golgothan

“There is nothing more sinfully delicious than to scream to the rafters above in agony, while riding a demon below in pleasure.” ~Lady Divijah, when asked about her only living son.

The Golgothan was an unforeseen beast that almost killed her whilst carrying him after an extremely violent escapade with an Orc Cheif named Shum Gro-Yarug. Like a black widow, The White Queen killed him after he served his purpose when he had successfully reached her frigid domain, thus earning her respect for a brief moment.

His seed, combined with her womb, crafted an immortal half-orc beast named Dragor-Dumag, that she keeps chained in a pit to further exact fear on any of her prisoners. A thick chain links him to the pit as he is an immense creature. He gained none of his mother's powers but all of his father's strength and veracity. To anyone at first, he seems to be just a pet for the Ice Witch, but upon further look, it can be seen that they share the same eyes.

Dragor-Dumag's hands alone could crush the skull of any human, he feeds of the flesh his mother feeds him on a daily basis, and he is extremely feral, only answering to the Witch as she wields a power over him through their shared blood. He stands at a massive 9'7” height, and weighs more than a thick boulder.

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Yeah so I assumed A LOT in this bio, (historical names, events, the NPC half-beast that is her son, etc)) but this is not my final draft and so I can definitely change anything in it. Just let me know!!

If it's within the realm of possibility, I'd like to create a captured Snow Elven Woman that has been assigned to be a handmaiden/bodyguard type to the captive princess. If more detail were to be put into it, I'm considering having her family bloodline to be royal. So, perhaps she is an heir to the Snow Elves and that is why the Ice King keeps her captive instead of killing her in the first place.

I don't think Anna would really need a handmaiden since she doesn't have any royal duties, but a bodyguard would make sense with all the orcs about. I suppose she could also use help with her responsibilities as a healer.

It could be that the bodyguard is loyal to the Snow Queen and Ice King--or at least has managed to keep up the pretense that she is.

Regarding the timeline, I'd personally prefer five years since the kidnapping rather than ten. After an entire decade some sort of secret rebellion ought to have long since organized, which would deny the player characters working against the Snow Queen the chance to get in on the ground floor of the resistance themselves.

Not quite sure how I feel about her yet. I'm in a bit of a silly mood today so the CS reads as very silly, despite my being serious =/

Name: Dax, little else is known

Age: 32

Race: Humae (Derogatory term for Human and Fae)

Role: Unlikely Hero….for now.

Alignment: Chaotic Neutral; Dax is not particularly evil, though she has done evil things. She is not inherently good, though she has done good things. She does whatever benefits her the most, but often favors the underdog when it comes time to choose an alignment.

Appearance: Standing at 5’8’’; 5’11 3/4’’ in her fabulous boots, her height can be imposing to some. Though there is no question that she is female, a long torso with a slender waist, curvy hips and an impressive bust quickly identifies her as such. Her features are angular and narrow, a heart shaped face, with a slender nose and lush, full lips. Her hair is platinum in color, bleached by many days of harsh sunlight, her skin lightly bronzed yet still retaining a milkiness. She doesn’t have any issue with dressing provocatively, so as long as it asserts her status as Captain- and any man who mistakes her garb for an invitation is likely to lose a hand.

Strengths & Abilities:

+Trickster; It’s simply in her nature to be cunning. Her Fae mother was a trickster and pickpocket, allowing her the skills of a near silent step, and a natural affinity for guile and deceit. +Invisibility+ While Dax cannot literally go invisible, she possesses the ability to allow her presence to go unnoticed for a short time. A person perhaps will see her, and simply forget that she is there, allowing her access to many- rather inaccessible places. This requires intense concentration however, and cannot be sustained for long periods of time and if she becomes distracted her presence is slowly acknowledged.

+Tactician; Dax is extremely intelligent and a tactical thinker. She is always considering viable options whether it be for war, assault, partnerships, relationships; life favors the prepared and she prefers to remain one step ahead. Well-learned in geography, and studying the tactics of the greats she makes an excellent warlord, particularly in seafaring ventures.

+Speed; Another gift bestowed upon her by her mother. She possesses better than average speed, is light on her feet and graceful.

+Swordplay; Under the tutelage of her father and his crew for many years, she has become well versed in various styles of swordplay and hand to hand combat.

+Plundering, Pillaging, Captaining- yo, ho.

+Flora/Poisons; Extensive knowledge of plant life, crafting and using poisons- alternatively, she is knowledgeable of antidotes, and remedies and first aid.

Weaknesses:

-Pride; It is hard for Dax to admit when she is wrong. It is not unheard of for her to refuse to accept help even when she is in dire need of it. This has led her into rather unsavory situations.

-Magic; Despite having some magical abilities endowed to her by her mother, Dax cannot stand magic. She is fearful of it and respects the power it holds.

-Strength; she is stronger than the average woman due to endless duties that come with keeping a ship running, but she is still a woman and easily overpowered if she loses the advantage of speed and endurance.

-Temper; She is particularly angered when people bring up her heritage, she is not ashamed of being a Fae, but is fearful of losing face in front of her crew- this often leads her to extreme measures.

-Cillian; don’t bring him up. Ever.

History:

Dax grew up primarily in Batrouge, more commonly referred to as the Pirate’s Den, and aboard The Devil’s Pride. She is as close to royalty as one could get in Batrouge with her father being the infamous Captain Calles. A pirate with a fierce reputation and a fiercer hand for punishment. All that had changed when he had captured Syleena, her mother, a Fae from Corinth. She warmed his heart, he experienced love and out of that love came Dax. Tragically, Dax never knew her mother- who died during childbirth and though evident that her father would have preferred a son- there was something about her cerulean eyes that reminded him of Syleena. She was a Daddy’s girl- a reputation she had to shake as she grew older.

Dax was never in want of anything, in fact, she had more than she could ask for. While other girls her age were learning how to hold a fork properly, Dax was taught the ways of a pirate amidst the Seas of Osirion. Seafaring, plundering, pillaging and swordplay and they always had a home to come back to. She was respected well enough, though it was not uncommon for her to get in skirmishes with boys her age in attempts to assert herself.

By the time she’d reached her twenties, Calles thought it was about time to retire. After spending years as his first mate, she was given the honor to Captain The Devil’s Pride. Things were good for several years, her father had all but disappeared in his retirement and even she didn’t know his location and she had made a solid name for herself as vicious and calculating… until she met Cillian. He was handsome, charismatic, roguish- trouble. She allowed him onto her ship as first mate, into her heart and into her bed, and before she knew it she was mutinied against, marooned on an island and left to die.

Depending on who you ask, there’s talk of using bamboo to create a raft, using coconuts as a flotation device and creating a sail out of her clothes- or she was picked up by a passing vessel- the details get a bit muddled, nevertheless, Dax was not one to give up. She spent the next 5 years enacting her plan for revenge, just as Ivan was coming under the influence of the Ice Witch.

Many had assumed her dead, she used this to her advantage, refusing to seek out her father for council. She stole back her ship by tricking Cillian, marooned him on an island as punishment and had all of her former crew flayed alive, left to hang for three days amongst the mast, and then thrown to the sea as a warning for all who ever dared to mutiny against her again. He still remains her greatest embarrassment, it’s a sensitive subject though her lust for blood afterwards has not gone unnoticed- she renamed her vessel to The Devil’s Vengeance.

As Ivan’s influences began to spread, Batrouge was targeted by his armies for resources. It was surreal to Dax to be on the receiving end of pillaging and it made the matter of his rise personal. She hadn’t cared much about the goings on of the mainland, she could care less who was in power- as a pirate, they made their own rules and lived by their own law and code of ethics. Her home had been burned to the ground, the ice was spreading to the Seas of Osirion and their way of life had begun to die out. The seas too vicious to sail, their home reduced to smolder and ash, Dax seeks one thing- vengeance.

Appearance: Jhaqair is a tall man standing six feet tall,and used to have too much padding on his thin frame. He has only recently began venturing out of The School, and by the time he has come to the north, he has managed to shed many of the excess pounds he used to pack on. His skin is darkly olive coloured due to the climate of his homeland, though it has paled somewhat due to his time in the colder darker north. His face is clean shaven, and his shoulder length dark hair is pulled back from his face and secured with a small band of gold.

Biography: Jhaqair was born the third son of the second wife of Tamur of Qanth. He grew up among twenty two other brothers and sisters, competing viciously for their both the favour of their father and the position of favoured heir. Jhaq was one of the lucky ones, and by the time he left for The School at fourteen, only twelve of his siblings were left alive.

At The School Jhaq studied both the administrative and warfare parts of the brutal curriculum, which made the competition amongst his siblings seem tame in comparison. Again, Jhaq was one of the lucky ones, surviving his first two years, before his talent manifested itself and he was moved to the Mage’s Wing of The School.

For five long years Jhaq studied among the best mages of the southern kingdoms. His proficiency was in the destructive forms of magic, and he swiftly became one of the best manipulators of fire in the Wing. Unfortunately, aside from learning to heal his burns, Jhaq couldn’t seem to master the rest of the healing arts, or anything that had nothing to do with flames.

After he had learned as much as he could from The School, Jhaq left to begin wandering. He found occasional employ in the service of the petty warlords and generals of his homelands. However these small jobs never lasted long and Jhaq was constantly short of money. His poor luck continued when he was found in a compromising situation with one warlord’s daughter. Finding himself unwelcome in the majority of his homeland, and being actively hunted through most of it, he found he had no choice but to leave.

He has only just recently arrived in the North, still unsure of what to do now that he is here, knowing only that he seems to be beyond the reach of Southern bounty hunter.

Abilities: Jhaq has a mastery of fire manipulation, able to hurl fireballs or make a delicate flame dance to music with equal ease. However, aside from being able to heal his own burns, he isn’t able to do much else magically. He also has some knowledge of how to use a sword, though he is not even close to an expert, and is middling at best. Due to his time spent wandering, he is also skilled at living off the land, scrounging what he needs and stealing what he can.

I've updated my character's background, and she should now be consistent with the timeline of the Ice King's corruption.

I don't suppose any heroes or heroines would be interested in joining the rebellion? We have tiny caves etched into frozen mountainsides, plenty of unwanted attention from orcs, soldiers, and the Golgothan, and are constantly in danger of being killed or enslaved. Who's in?

I've updated my character's background, and she should now be consistent with the timeline of the Ice King's corruption.

I don't suppose any heroes or heroines would be interested in joining the rebellion? We have tiny caves etched into frozen mountainsides, plenty of unwanted attention from orcs, soldiers, and the Golgothan, and are constantly in danger of being killed or enslaved. Who's in?

I actually had the rebellion in mind when I added a few of my character's weaknesses (racial prejudices, dubious loyalties). After all, the whole point of having such flaws is to spice things up a bit, and they kind of go to waste if he just spends to whole time hanging out with other humans.

I actually had the rebellion in mind when I added a few of my character's weaknesses (racial prejudices, dubious loyalties). After all, the whole point of having such flaws is to spice things up a bit, and they kind of go to waste if he just spends to whole time hanging out with other humans.

Assuming that all our characters are approved, perhaps we could arrange for them to meet at some point.

Assuming that all our characters are approved, perhaps we could arrange for them to meet at some point.

Still waiting on Dark as to whether or not my character is even viable in this setting. I feel like it could offer us some resources later on in the plot line, having a bunch of pissed off pirates could come in handy, no? =P I still feel like she's too silly though, I may have to go over her a couple times before I'm adequately happy.

I wouldn't mind being part of the rebels, though I'm not quite sure how Jhaqair would end up joining them. Maybe he figures they'll be a good place to hide from the bounty hunters he is sure will be following him. Assuming I'm approved of course.

I'm not the GM, but something from Kekec's sheet stood out to me:Is there any clear indicator of how long the Ice King's been around? I looked back through the OP but didn't see one. If the princess is only 19 and her kidnapping was what prompted Ivan to chase down the Snow Queen to become corrupted into her King, the King being around for more than 10 years would make her 9 or younger at the time of the kidnapping.

Some kind of brief timeline might be helpful for sorting out character histories.

Quote

As the old, innocent denizens of this land struggle to survive, the varied old kingdoms that exist in this frozen empire have struggled to find ways to appease or defeat the Ice King. Some have attempted war outright, with armies ending up frozen or devoured in the icy mountains.

I'm guessing that this would take a long time, so I simply put 10 years, even assuming that my character arrived to Mount Volcan in the middle of it all. But I'm confident we'll receive further exposition soon enough.

My proposed character sheet - unfortunately I'm a sucker for character creation, so it ended up being longer than intended. That notwithstanding, let me know what you think!Edit: Made a few small changes, mainly for readability.

***

Name: Sir Landred Villiers Race: HumanRole: Wandering Hero

Age: 27Sex: MaleHeight: 186cm (6’1”)Weight: 78kg (171 lbs)

Appearance: Landred seems to defy the frozen misery that’s gripped so much of the realm, which is small wonder given his skills as a warrior are in high demand. Where so many others appear sickly and malnourished, his body has maintained its toned muscle and measured grace, and his chestnut hair remains fashionably trimmed. Both his equipment and warhorse are similarly cared for, and if anyone resents the show of wealth they’re usually wise enough not to act on it.

Were one to see him up close, a few flaws might come to their attention. His dark eyes carry a laziness and impatience that hint of resentment, and his smile is only truly warm when presented with drink or dice. The knight-errant seems to swagger around with unassailable confidence, but beneath the fine clothing his pale skin is marred by a handful of ragged scars along his ribs and right shoulder, telling of prior defeats and a few near misses. Perhaps most telling of all is his equipment. When parading into town Landred is all pomp and ceremony, clad in burnished armour and bearing his family’s pennant atop a hefty spear, but a sharp eye might spot a few things amiss: the stock of a crossbow poking out his saddlebags, a bundled mass of fur and hide armour designed for camouflage rather than head-on fights, and a few other tools more befitting an assassin than a knight.

Personality

At first glance, Landred almost appears to be the gentleman and noble he claims to be. Those meeting the knight-errant for the first time would be greeted with a pious and gallant veneer, and it is all too easy to be seduced by his assurances of honour and valour. Most people only catch a glimpse of his true nature once the warrior has his reward safely in hand, and only a select few are perceptive enough to see his true colours in advance.

A paragon in name alone, Landred is in fact a rake and a fatalist at heart, and only performs his knightly duties in pursuit of more coin with which to drink or gamble. He’s quick to smile and quicker still to celebrate, but his infectious cheer is of the superficial kind: to him, happiness and fulfilment are things to be found in cups of wine, gambling dens, and occasionally brothels. He’s seen much of the world in his recent travels, but his journeys have just convinced him that liars and cheaters always win, and that it’s better to be the winner than loser.

For all his vices, Landred nevertheless retains a slither of nobility at his core. Beneath his failings as a traditional hero there is still a talented fighter, a cunning tactician, and a sharp intellect that adapts quickly to his surroundings. Surprisingly, he even accords to a chivalric code of sorts – he’s yet to resort to outright banditry, and despite his penchant for deceit, exaggeration and shameless carousing he typically does what he’s paid to do.

Background

To understand Landred, it’s necessary to start with his childhood… and that, unfortunately, involves a brief mention of his father, Lord Roterem Villiers of Briarvale.

Lord Roterem had a rightly earned reputation as a vicious tyrant, belligerent neighbour, and harsh parent. Barely tolerated by his king and fellow nobles, Landred’s father was a man who measured success in brute force and the coins he wrested from the subjects of his tiny fiefdom. It went without saying that his children’s sole purpose was to extend his grim legacy. His two oldest sons were raised to be lordlings in their own right, groomed to one day take his place in ruling over the miserable little fiefdom, while his daughters were little more than chattels to be sold off in arranged marriages. By the time Landred was born, his father already had two sons – effectively an heir and a backup – and so Landred was raised to become a knight-errant, a wandering champion who would garner repute for his family in neighbouring realms. His childhood was one marked by wealth but not luxury; the cold halls of Briarvale Keep might’ve been home, but under his father’s oppressive gaze they were a place of hard work and painful lessons.

Everything changed when Landred came of age and was unleashed upon the world to seek fame and fortune for his family. Suddenly there were no more dour-faced tutors or snarling instructors: there was wine, and dice, and women, and song, and a hundred other opportunities waiting for a jumped-up swordsman who could charm a crowd. He also discovered there were assassins – enchanting, clever creatures that had Landred smitten the moment he met them. His obsession started almost by chance when Landred sought to hire one to help with a risky bounty, and he was suddenly awakened to a breed of fighter who could rig traps to kill without ever putting themselves in danger, or slip through locked doors and cut throats in the dead of night. Fascinated, Landred seized upon their trade with a somewhat worrying zeal, spending the long winters pouring over their tomes or studying at their guilds. It was nothing short of a revelation to Landred, who found the ways of the assassin to be a perfect counterpoint to the knightly form of combat he’d been taught back home. Just as there was day and night, or masculine and feminine, there was also the knight’s lance and the assassin’s crossbow… two forces of equal but opposing power.

Things changed once more when the Ice King’s madness dragged the realm into darkness, though in some places it wasn’t quite the tragedy it should’ve been. It is joked that when Landred’s homeland of Briarvale was overrun by the Ice King’s marauding armies of monsters and blackguards, the local peasants actually breathed a sigh of relief at the change of administration. Landred would never admit it for anything short of torture, but he had much the same reaction when he found out his father’s realm had been conquered and that the old man himself was assuredly dead in a ditch somewhere.

Abilities: There's no denying Landred’s value as an adventurer, and he has much to show for a childhood spent slaving under expensive tutors, grizzled trainers, and a cruel father.

Noble upbringing: His tutors might’ve skipped the parts on chivalry and honour, but Landred’s courtly upbringing has gifted him with a silver tongue and reassuring presence. He has a talent for charming a crowd and earning their trust (and coin), though the subtleties of a commoner’s life will forever remain a mystery to him.

Aspiring assassin: Though typically seen as the craft of back-alley thieves and brigands, the simple truth is one does not master (or even survive) the art of poisons and booby-traps unless they first have a sound understanding of physiology, mechanics, and mathematics. Luckily, Landred’s educated upbringing has enabled him to pick up their craft with only a couple of near-death accidents along the way. He is still occasionally caught out by the difficulties of estimating dosages or the complexities of setting tensions on tripwires, but his skills sharpen a little more each passing week.

Knight-errant: As a child Landred was drilled in the arts of horse riding and battle, and he’s since had plenty of time to hone these skills against real opponents. Over the years he has grown to become a competent horseman and lethal swordsman.

Weaknesses:Landred has his share of character flaws, but there are also some genuine failings which occasionally cripple his efforts. It remains to be seen whether these weaknesses will get better or worse with time.

Vulnerable to magic - Every student has one subject they struggle with, and Landred’s was undoubtedly the arcane. Neither repeated lessons nor the tutors’ cane could correct his inability to grasp even the basics of magical lore, and to this day his otherwise intuitive mind can’t spot the tell-tale warning signs of magical effects. On a couple of embarrassing occasions he’s even returned from a quest with some useless bauble instead of the magical artefact he was sent to retrieve, necessitating a return trip.

Fear of beasts – A recent near-death experience has left Landred a little shaky when it comes to facing down the monstrous beasts of the land, such as wargs and dire-boars… which is a problem, because slaying such creatures are an adventurer’s bread and butter. He’ll still happily face down ogres, drakes, and demons, but confronting big-game creatures requires a skinful of liquid courage and the use of his longest spear… or, better yet, the use of his crossbow from a safe distance.

Dubious loyalties – Landred isn’t the tyrant his father was, but he still inherited the old man’s fixation with military might, and consequently Landred can’t help but admire some aspects of the Ice King’s conquest. Combined with his love of coin, it’s not entirely certain whether Landred will continue to help the downtrodden populace if things keep getting worse.

Racial prejudices – Opinion’s divided whether this is Landred’s biggest or smallest flaw, but either way there’s no getting around the fact the just doesn’t like elves… or frost giants, or goblins, or just about anything which isn’t human. He makes a slight exception for orcs on account of their military prowess, but given they’re servants of the Ice King or Snow Witch, this concession isn’t particularly redeeming.

All around a good character, with a well written description. I am nervous about the fact that he is both a competant swordsman/horseman and has roguish leanings. In my opinion, at an early stage and in the company of other players, these things should not be joined together, so as to prevent an overpowered character and to reduce the usefulness of other characters. You're taking a fighter and a rogue slot in that sense. To make up for the double focus, I can give you an average chance at success for actions related to both skill sets to begin. If you prefer to specialize in one direction or another over time, or to start, I can give you advantages in roguish talents or fighter/strength talents. You can role-play however you wish, of course, but I want to reduce over-powered characters.

Either way, your character is a great addition and I've added him to the first post as included in the game.

Supernatural Abilities: Grimna isn't possessed of a great number of abilities beyond mortal scope, and is no great sorcerer or magi. The only qualities of her that could be described as beyond normal are her ability to control animals, and her complete disregard for the cold, or snow. She is lighter dressed than a great deal of her burlier, fatter orc brethren, but never shivers or bemoans the cold. Her remarkable resistance to the weather is what spawned the rumors that she is half devil, or half frost giant, or half of each. Though Grimna does not speak of her abilities often, her ability to control animals is more akin to telepathic powers, establishing empathetic links with the different animals, not an overt domination of their wills.

Physical Abilities: The physical side of Grimna is what strikes fear into the hearts of all. Raised by Kato the Render: greatest of orc warriors, she is possessed of legendary skill with her adoptive father's axe, and wields it with a bloodthirsty fervor that is even more terrifying than her ability. Combined with her immense physical size and strength, she becomes a nightmare on the battlefield surrounded by her three armoured, horse-sized wolves. Her reputation is reinforced by her sadistic duels with human sized opponents, dropping her axe and fighting them with her bare hands, inevitably knocking them down and then ripping their heart out the messy way with her hands, or ripping them limb from limb.

Beyond the physical sides of her, Grimna is possessed of a vast education, but focused only in the matters of war, as well as its logistics and strategies. Despite the focus on war and its faculties, she makes herself a devilish opponent in the game of intrigue, knowing how to slight a man or woman in court without betraying it with words. Although not in command of the vastest intellect, Grimna employs her cunning, ferocity and ruthlessness in combination to overcome any obstacles she can't chop into with her axe.

History: There was no history detailing the siring of Grimna. Who was responsible, or even what the two parents were. The only true fact known about Grimna is that she earned her title, watering the ground with the blood of any who opposed her, no matter their station. Her recorded history began when she was only eleven years old. The rip-tooth clan of orcs was a moderately sized band of orcs, prone to all of their regular behaviours and more feral desires. Orcs were always known for their love of wanton destruction, making small raids on settlements and generally destroying anything resembling a cohesive society small enough to be preyed upon. This was before Grimna.

Eleven years old, clad only in a cloak of rough fur, Grimna was found at one of the fires on the outer ring of the orc encampment. She was covered in blood, the three orcs assigned to the watch murdered, throats ripped out where they stood. She was feasting on the meat they had been cooking over a fire, tearing into it with sharp teeth, three massive dire wolves at her feet, fur as white as snow. Also known for not being the bravest of creatures, the first orcs to see this reported it to the leader of their clan, an uncommonly wise orc known as Kato the Render. The report confused him, more than anything, and curious, he made his way to the edge of the fire, where the three wolves were snapping orc bones with their teeth. With the standard disregard for his fellow orc, Kato sat on a log opposite Grimna, and had a conversation with her, wolves growling at him the entire time. Details on the conversation were never recorded, and Kato took the secret with him to his grave, but the results sent them both down a path that would carve their names into the history of the north.

Grimna was raised by Kato and his band of savage orcs, and quickly became a symbol for their rising clan. Possessed of a kindred spirit, Grimna had command over the more savage tundra animals, including her three wolves, who were named Urga, Denethar and Kinra, her own royal guard. This ability lead to the brutal inter-species wars between the rip-tooth clan and several others. Their chieftans were found, throats missing, eyes gouged out, badly mauled or even just plain never seen again. One by one, Kato and Grimna, something of a daughter to the orc people, subjugated the entirety of the orc clans that resided in the broken chain of mountains. This took eight years of her life, and on the last year, Kato the Render died, living to be 41 years old, one of the longest lived orcs in his whole clan.

The matter of succession came up, and in traditional orc fashion, it came to a fight. In the eight years Grimna was raised, she came to be massive and feminine in her appearances, but Kato the Render had taught her well. Wielding Kato's own battle-axe, North-Fang, she hacked into eight different clan leaders, before feeding their bodies to her wolves. The acceptance of Grimna as chieftan was unanimous in approval. Grimna, obviously being more reasonable than all of her predecessors, began forging alliances. Frost giants, pale-orcs, goblins and even a clan of ogres, all treatised with Grimna, and so she forged a dangerous alliance of the most terrifying and monstrous races of the north, headed by the rip-tooth clan of orcs, and Grimna the Blackheart.

(Decided on a picture to go with her, and just completed the character sheet. Give me a heads up on if it's good or not!)

Vaulera, I am in love with this character. A delightful take on the orc chief concept and nice and savage. This role is yours. Added to the first post.

Age: Unknown (Deceased at his late twenties.)Height: 6'0"Body: Muscular. Gorgrim is a chiseled brute and the stories of the monstrosity are not far fetch. From his former life in the arena, his body has been toned and sharpened through rigorous training. Large hands capable of gripping and crushing a being's skull. Strong and long athletic legs which allow room for acrobatic feats. The only thing that shies him from being as hard as stone are the scars that can be found etching all over his fit figure. Hair: Ebony, long and braided. Skin:Holds a green pigment. (Once was tan.)Eyes:Crimson (Once were Green.)

Background:

From War Orphan to Warrior

Allick Silverstar, not a birth name mind you. He can vaguely recall his name in his younger years. Back then there are short memories of running and playing in the wilderness or on the rooftops from his birthplace; he does recall coming from a poor family, a quiet village which was put to the torch from the cruelty of war. Many were killed, those that survived were taken prisoner and some taken or sold into slavery, such happened to the barbaric child who would later be deemed Allick.

The boy was ‘adopted’ by a noble who gained his famed in arms dealing. Silverstar was a blessing name, many of the wares that were sold carried a similar title for businesses sake; however, Allick wasn’t the most treasured of boys. The child could never do anything right, he was wild and as expected, barbaric. There were various instances that he was whipped, many times that he escaped traditional teachings of proper etiquette. Frustrated, his caretaker decided for a better demonstration of business and soon had his adopted son sent off to the arena to make a name for himself or die in the process to get rid of him.

Allick was given a talented teacher, a man renown in martial skills and weapon combat. The boy wasn’t simply thrown out to the lions, no, his adopted father did wish for him to make a name for himself and even let the trainer know to do what needs to be done so that the child would be broken in.

Growing up was rough for Allick, he was beaten mercilessly, forced to train under extreme conditions. He was taught the cold truth that no one is born a genius, that one had to strive themselves every day to get better or that they would be the ones faced down in the sand bleeding to death. The growing man was forced to watch various arena bouts between other contestants, forced to witness the cruel reality that happened to those that were defeated. Allick never wanted to be one of the ones lying lifeless and forgotten. He was told that the victors will grow famous, that one day many would scream the champion’s name. That one could even become ‘God of the Arena’ and be worshipped maybe even inspired other nobility and royalty alike.

The youth slowly climb the ladder of renown within the arena. He was likely one of the youngest competitors as well, fighting at an age of fifteen against various grown men. He wasn’t outright thrown to the lions, even new blood was not tossed to seasoned fighters. There was even some disapproval in the crowd to see such a ‘boy’ fighting, but Allick managed to surprise them all with his consecutive victories which went on for a good decade.

Allick the Bold, Allick the Fearless, the young man had various titles within the arena. He was always pushing himself, even after he became champion at the youngest of sixteen. Within that decade he held the title, broadening himself by fighting multiple opponents as well. How else could he impress Queen with just one on one bouts in the arena? It gave the crowd what they wanted, he trained himself against seasoned men and prisoners set to execution. He had already carved his name through the history of the arena and his bouts kept drawing attention, inevitably catching even the Queen to observe his matches.

Even grown, Allick was still a ’boy’ in means of wanting to show off. He boldly went up against a rival school three to one, something his master had forbid him to do. It wasn’t ’noble’ to generally show off against other well known gladiators, and since the Queen was there watching this event the man went farther in humiliating his opponents by fighting them unarmed. It was a sight to behold for that age, him swaying and rolling, flipping and avoiding various swipes of his opponents swords. Countering by moving in and unleashing a fury of punches and kicks against his competitors. Two were disarmed and disemboweled by their own blades, the other fallen was mercilessly put to the sword when Allick climbed over his body and withdrew the blade, heaving it through the poor gladiator‘s skull.

The Fall of a Gladiator, Rise of a Beast

If only he knew how furious the rival school were and how far they would go for revenge, he might of taken a different approach that day. They went after Allick fully by setting up his adopted father first, making it appear like the man was secretly giving weapons off to the rebel forces and soon leaking this information to the Queen’s informants. They further left more incriminating evidence by sneaking in Allick’s master’s home and leading more information that he was a part of the rebel forces and had been training Allick and the other students to one day take up a sword against the queen by tricking her to enter their compound with a small garrison of solders.

One could only imagine the sparks these believable lies confounded.

Enraged, the Queen had Allick’s adopted father hung, his manor ransacked of all valuables and burned to the ground and his business fully compensated. Allick’s master was left to interrogation. There was a belief that he had some information with the rebel forces so he was victimized and tortured, never saying a word, always telling them that he was faithful that this was a mistake. Unfortunately that man inevitably died in the dungeons. Allick’s fellow ’brothers’ and ’sisters’ were taken and added to the experimentations of the Queen’s magical followers; along with Allick being the last on the list.

Allick didn’t put up much of a fight, many of his fellow comrades did, but he didn’t offer any resistance. Even when confronted on the possibility of treachery, given the chance of being ‘spared,’ if he told were the rebels were hiding, he merely shook his head and answered that he was no traitor. “Why would I betray the one I wish to make my woman?” He never expected things to end that way, being ignored, being bound for a dark ritual to come. He wasn’t sure what hurt the worst; not being believed, not able to tell the Queen how much he respected and loved her, or the blade ending his life.

Something happened during that ritual though, it could have been the late possibility of one of the Queen’s informants barging in in hopes of stopping the unholy ritual. Although that much was too late and to save themselves to not end up on a similar table and strapped down for their impudence, they apologetically told her that they found later proof that Allick’s master was innocent along with the rest of the currently deceased, falsely accused ‘rebels.’ That they were deceived by a rivalry feud.

While the best solution to handle the situation was debated over, Allick’s corpse underwent a change in pigment. His spirit was returning to his lifeless form and shockingly enough the man came back to life. Although, he couldn’t be considered as ’human,’ any longer; he had done lost the luster of his green eyes. There was nothing but a deep crimson about them, even his tanned flesh took a greenish hue. There were other changes of his body from the twisting from dark magic, some may expect a demon might as well possessed the host and violated it as such, making his teeth sharper along with manipulating other proportions of his body; whiles others may argue that it could be the entity of a higher plane being.

The informant advised the Queen to kill the monstrosity, but she ignored it. Maybe there was some intrigue to the dead coming back to life. Perhaps she was feeling confident enough of her own abilities as well if hostilities came. Though they didn’t when Allick was unbound, questioned of his loyalty. His manner of speech was mostly broken, vague then as it is today. Though actions spoke better than words and she had one task for him to initiate him as a guardian.

The rival school, well a lesson had to be made on them. She boldly called them out in their false claims and gave them an easy option. She would ‘let them get away with it’ only if they defeated her new ‘pet.’ There would be no interference either from her or her guards that accompanied her that day. If they did win, they would have to leave the city and they would be unmolested in doing so as well. The options appeared more in their favor, they even thought her as blatantly insane to throw something as random as that at them. Not to mentioned a cloaked and lone individual.

The cruelty of reality was farther from the truth of what they had expected or assumed to be up against. The first rival student was disemboweled in one fluent movement from the shrouded advisory. Only shock silence fell from the remaining students and their master when they found their comrade laying in half on the ground and blood dropping out from the clothing of the deceased pupil. It all had happened in a flash, but for those that watched closely, the inhumane being had swiped his curved blades through his victim’s torso to give him ample time to lower and shroud them in his clothing before the body hit the sandy floor.

From there it was a complete bloodbath and the more his destined enemies fell, the further he grew intoxicated by bloodlust. His adrenaline went haywire that day; and he suffered many wounds along his body, but none of them stopped him. Thankfully the only thing he lost in that bout was his cloak, having flung it into an opponent to stall their interference from him hacking apart another’s limbs. What he did to the leader was far more gruesome than the bodies of the students. It was enough to even sicken several of the soldiers there. The phantom of ‘Allick’ skewered the mastermind of the plot, just enough to keep him alive, before proceeding in eating his destined prey before the Queen and her warriors.

From then on the Queen gave him a new name and made him her personal pet. There were a few that spoke against this, but those that did later vanished from the Queen’s unit. Gorgrim had proven his skill so far and his loyalty is unquestionable towards the Queen. Live and serve, he doesn’t question his duties nor is he one to hesitate in stepping out on the battlefield when it comes to uprooting other rebels. Gorgrim has killed many that the Queen has directly told him to and boldly enough he has even ignored commands of doing similar from other rank individuals. There is only one voice he follows and that is the Ice Queen.

Strengths:Meelee Prowness: In his former life he was a formidable adversely in both unarmed combat and dual wielding. Acrobatics: Allick was always a natural acrobatic, in his younger years he was that kid playing out in the wilderness like a wild beast. His time spent in the arena only increased his acrobatics skill. His fighting style heavily relies on the use of various rolls, flips, and also turning the environment(or his opponents) into his playfield.Throwing: A later trait that he picked up in his former life, Allick has a tendency to heave a melee weapon into the body of an opponent with deadly accuracy and proficiency. Spiritual Aptitude: In his new life, Gorgrim can detect things and people holding a hint of magic about them. Therefore simple illusions are wasted on him and more importantly should the Queen ever desire magical items or individuals to be in her possession, he is usually the first sent on the errand. Bloodlust: Gorgrim feeds off of it, in the heat of battle he forgoes his feeling of pain, fear, and mercy. For him, it is a severe adrenaline rush, his strength, speed, and reflexes are greatly heightened. He completely indulges his beastly side and what survivors that may flee the scene will easily recall the horrors of the Queen’s monstrosity. Weaknesses:Beserker: Gorgrim is generally sent alone to quell small rebel forces. No one knows what twisted him so, but on the battlefield he becomes a beast unable to distinguish friend from foe once a large amount of blood is shed. Not to mention he becomes very brutal and extreme in his killings. Broken Language: His manner of speech and understanding isn’t perfect. He only retains vague memories in his past life and he does have minor knowledge of the meanings to certain things now. Queen Devote: (If this can be consider a weakness) Gorgrim will outright attack anyone who blasphemous speaks of the Queen or anyone who as blatantly considers themselves to be the Queen. With that in mind, he won’t take orders from anyone other than her, not even the Orc Chieftain nor the Ice King has any control over him.Past Name: He doesn’t like the mentioning of Allick Silverstar and if someone were to confront him with this identity, he might assault them in anger.Lack of Armor: A small difference from arena life and his new life, although Gorgrim doesn’t limit his body movements with armor. This is both a good and bad thing, the plus side to it is the fact he can easily and freely move and doesn’t have to deal with the limitations upon his body(more flashy acrobatic movements,) the bad of course is that he is practically defenseless.

An interesting character. Sounds perhaps a bit overpowered, but for a villain that is acceptable. I do love my adventurers to suffer so. Given his position as a servant of the Queen and his tendency to be sent out like a solo hunter, I imagine he could be a handful for an entire party on occasion. Your submission is approved. Please don't slaughter everyone on day one.

This is not yet finished. Will be editing in more in the personality and abilities section.

Rosal Pangarap

Role: SacrificeAge: EighteenRace: HumanHeight: 5'3Weight: 130 lbsBuild: In one word Rosal is an endomorph. She is no slender beauty; her curves are full and soft. Luckily the extra fat she retains is evenly (and discreetly) distributed throughout her body. The excess weight she has padding her face only adds to her naturally youthful aura. Her healthy glow and voluptuous body are a reflection of her happy and easy life. Hair: Black, thick and wavy.Eyes: BrownSkin Tone: Due to the endless winter creeping in to her formerly sunny homeland, her once golden brown skin has turned in to fade in to a light mocha colour.

Background: The Pangarap family is from a tropical country far away from the heart of Eversnow. For decades it was safe from the icy grip of the evil monarchs. Those were good times; many of its citizens had never even worn anything warmer than vests and short pants, and closed-toe shoes were unnecessary for day-to-day life.

Rosal's father and his family started from rock bottom; her mother was a noble woman. Rosal's father was diligent, intelligent, and persevering; her mother was headstrong, cunning, and even more intelligent than her father. Even before Rosal's father amassed his vast fortune as a merchant her mother already saw the man's potential. Despite her own mother's vehement objections, Rosal's mother married the lower-middle class man.

Not long after the union Rosal was born. From day one Rosal was raised to be the perfect lady. Her mother had been disowned as a noble lady, but that did not mean that the young girl was going to grow up to be a barbarian. Being a good hostess, entertainer and homemaker was a must, but understanding feelings and using it to one's advantage was an absolutely essential skill for a truly successful woman. Rosal proved to be a promising pupil, but her true talent was in the arts. She was an extremely gifted dancer, singer, and musician. So much so in fact that as soon as they could afford it, her father hired a very reputable bard to be her private tutor.

Rosal's private lessons started when she was eight. By then the eternal winter skies were already visible in the horizon and a noticeable chill stung in the night air.

On Rosal's tenth summer the leaders of her country started sending sacrifices to the Ice King in hopes of buy slowing down the approaching winter. To their relief it worked, but only every time the frosty monarchs was satisfied with the sacrifices sent. Soon the desperate practice of sending three to seven girls at a time would start, and girls would be hidden from the public eye for their own protection.

At twelve, Rosal's mother birthed twins; two little boys who would become Rosal's whole world. By this time their family wanted for nothing and had reconnected with her mother's family, giving them political pull as well.

Thanks to their reconnecting to the world of politics, the Datu, or the monarch of her homeland, eventually heard of Rosal and her gifts as a bard and her loveliness as a girl. On Rosal's seventeenth summer The Sandata, the Datu's special army, marched in to town, as they did every three years since the sacrifices started. They tried to take Rosal away but a friend convinced them that she would only be lovelier as time passed. Did not women of true quality only grow better with age? Her mother's blinding beauty was a testament to what she could and would grow in to.

The Pangarap family counted their lucky stars that the desperate gamble had worked.At the very least they had bought the Pangarap family one last year to be together and say goodbye.

When they came back Rosal nor her parents put up a fight. Rosal had watched the winter clouds creep closer just as she had watched her younger brothers grow up in a world with a fading sun. It was her duty as their older sister to protect them in any way she could, and she would do just that even if it cost her her life.

Personality: Despite her sheltered upbringing Rosal is not one to complain or whine. If anything she resents being treated like a spoilt child, and sees anything outside her small sphere of experience as a challenge that needs to be conquered. However her lack of worldliness is very evident when she is made to interact with people who have lived in extreme hardship and poverty.

Abilities:Rosal is a well trained lady; her skills focus mostly on the art of entertainment. When she puts her mind to it she is quite the considerate hostess and proficient performer. While she is no warrior or trained assassin, she has a few tricks up her sleeve.

Captivating Performer: Rosal has been performing for as long as she can remember. Due to her extensive bardic training she has learned a few special songs with interesting effects. From inducing drowsiness, to enthralling her audience, to inducing agitation or even frenzies, Rosal has a good deal of control over atmosphere as long as she continues performing.

Silent Presence: Even when she isn't trying to be sneaky there are times when Rosal manages to surprise people with her presence. Perhaps it is because she is able to control her emotions very well, but for some reason she has the strange ability to fade in to the background when she does not wish to socialise. Her childhood nickname at home was Bubwit, or Little Mouse. This is no full-proof technique or skill that can be used on the battle field. It simply allows Rosal to move around without being noticed when people have their guard down.

Uncanny Empathy: Call it women's intuition if you want, but Rosal has a knack for knowing what people are thinking or how they are feeling. It's nothing like mind reading, but it is fairly remarkable in its own right. Normally it would be a handy trait for bluffing, gambling and interrogation, and in its extreme form Rosal can sense if someone significant to her is experiencing very intense feelings despite being separated by great distances. The range of the effect is defined by the intensity of the feeling or experience.Rosal herself is unsure what this ability actually is, but she is pretty sure she inherited it from her mother.

Name: Xander RhurivirSpecies: Half Snow Elf (Claims to be ancestor of a God; then again he claims many things.)Role:Phantom Thief

Age: Unknown (Appears in mid thirties) Height:5'7"Body: Frail. Maybe it is due to his elven heritage, but Xander is not the tallest of men nor is he the strongest. His frame is quite limber and only falling short from lanky if it wasn't for his average height. Physically he is blessed with the elven traits, skin possessing a subtle smoothness to it in texture and it is from that same bloodline that keeps his features with a rather youthful appeal to them. Hair: Short, wavy and possesses an unnatural ivory pigment. (Although many believe it to be dyed.)Skin:A light tan complexion given from the snow elf blood. Eyes:Gray

Background: It is said that Viktor's parents escaped the north when he was but a babe. They settled in the warmer lands of the south where the taint of the Ice King had not yet oozed. Growing up, Viktor was oft-maligned by the environment. Those should've been signs enough for his parents to recognize the aberrant mind taking place within their child's head. Then he killed his friend's--as many had perceived them to be--mongrel. A little while later, his friend was found dead, his body opened from sternum to groin. The precision of the incision intimated at a skilled hand, but everyone suspected Viktor, and it had proven true when his parents followed the stench and found rotting organs in his strongbox. They sat him down and tried to see where this evil was coming from, but all they could see was a grinning boy who had just recently entered manhood. Even his eyes, those deep pools of insanity, couldn't betray him to his parents. All he said to them was that he would soon be gone and that their lives would go back to normal.

When he left, some deep sense of self goaded him north. Before he had arrived to the frozen wastes, he knew not that he longed for the cold, for he had never before felt it upon his skin. All he knew was that where he had been living did not make him whole. By word of mouth, he knew what Mount Volcan was and what it harbored. He wanted to smell this power of the Ice King. He wanted to see what opportunities it held and if there was room for his ambition. The journey north was plagued with a wide range of dangers, which he overcame with sheer luck at first, and with sword and skill later. His body had turned into indefatigable iron. He was confident he could brave the presence of the Ice King.

When he stood before the Ice King, he offered an amicable smile. Yet his eyes belied the horrors he was capable of. He presented the King with his rusty, chipped sword, and pledged his service. The Ice King, perhaps seeing untapped use in a being such as Viktor, or perhaps something more, took him on as a soldier. Throughout many trials, and some within the ranks would say privileges, he decided to make Viktor into his personal guard, to spend every waking moment by his side.

Almost ten years passed since.

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I took some liberties with the Ice King, so if you want me to edit something, let me know.

Your character is approved. Be prepared for court interaction with Shjade's character Nikita, the Ice King, and the Queen, among others.

This is a work in progress, as I seem to have misunderstood the backstory. I was under the impression it had taken place over a longer period of time, but it appears the corruption happened quickly? And the Snow Elves are elves that lived in the kingdoms that formerly made up Eversnow, and were magically changed?

I'll revise my character's background once the timeline of events is clearer.

I've updated her history. Though it's subject to change depending on our GM's additions.

Name: Mirien, daughter of EsgalnorRole: Heroine/RevolutionaryAge: 100+ years, depending on how long-lived snow elves are (human equivalent of mid to late 20's)Race: Snow Elf

Appearance: Mirien is slender, like most elves, and is of average height at 5 foot 7. Her blonde hair falls just past her shoulders, and her eyes are blue. She is usually dressed in long, flowing robes and a hooded cloak. She is never without the rune-carved wooden staff that she needs to wield her magic to full effect.

Background: Mirien can trace her ancestry to the first elves that came under the Snow Witch's influence. She was born and raised in the volcanic glow of Mehethelon. Her mother perished of an illness when she was 3 years old, and her father, Esgalnor, was a soldier in the queen's army and away for months at a time. She was raised, as many snow elf children are, by the surrounding community, in the equivalent of an orphanage.

Mirien learned from an early age that there is no place for childhood innocence in Mehethelon. She learned to sneak about, to scavenge for food, and to spy on anything and everything of interest. And the subject she found most interesting was magic. She would follow elderly mages on their routes, and watch as they lit magical flames in the braziers that warded Mehethelon from the bitter cold outside. After months of persistence, she convinced one of the mages to try teaching her a simple spell, and it was then that her aptitude for magic was discovered. The mage took her on as an apprentice.

Mirien had no talent for Water or Wind, and no interest in Earth. But she learned to wield Fire. After decades of study she became a feared warcaster in the Snow Witch's legions, enforcing her will with fire and flame.

Shortly after the Ice King's ascent, after defeating an army sent from the south, she was searching a dead mage's tent for battle plans and discovered a cache of books. Many of the titles were banned in Mehethelon, but for some inexplicable reason she arranged to have them secretly transported to her rooms there. Within their pages were ideas she had never dreamed of. Treatises on law, government, philosophy, and natural rights. Histories of war with the Snow Witch, from the southern kingdoms' perspective. Tales of heroes long past. With the insight gleaned from her reading, she began to see the king and queen as they really were: tyrants. And there was blood on her hands, so much blood. How could she ever redeem herself?

Her plan began by studying Earth magic, which she proved unusually adept in. And then, her campaign against the Ice King's tyranny began.

Her first act of treason was to write a manifesto regarding the responsibilities of a ruler with respect to their people. She had copies made and posted them in prominent places throughout Mehethelon.

Her second act of treason was to begin a campaign against the king and queen's army. Bridges mysteriously collapsed. Boulders fell onto supplies, crushing them. Stairs became so smoothly worn that patrols tumbled to their deaths.

And her third treasonous act was to use her mastery of Earth magic to create statues, sculptures, and murals that depicted the king and queen in unflattering light. They might appear with distorted facial features, bulbous noses and crossed eyes, with their faces grafted onto snails to represent lack of progress. Often she would leave these near the 'accidents' she caused, but of late she has become bolder, leaving them etched onto hillsides or beside roads. Always they are signed with the words Edledhio uin ndoren, an ancient elvish saying that translates as 'I banish you from my land.'

These caricatures, if allowed to continue, might undermine the king and queen's authority and cause more elves to join the rebel cause. Already, the elves call the mysterious rebel the Trastor, the elven word for troublemaker, and regard them as a folk hero.

Abilities

Elven Vision: Like most elves, Mirien can see quite well at night. Moonlight is as daylight to her.

Wind and Water magic: Mirien is considered very weak in these two elements, unable to do more than stir a gentle breeze or condense a few droplets of water from the air.

Fire magic: Mirien is considered above average in this element. She can create small orbs of light or flame that will linger for hours. She can throw fire from her hands or staff, raise a blazing wall of flames, melt ice, and heat metal until it turns white-hot.

Earth magic: Mirien is strong in this element. She can cause stone or earth to explode with bone-rending force. She can make the ground tremble, as in a moderately strong earthquake. She can cause stalagmites to rise from the ground, or create a barrier of stone. And she can shape stone with the precision of a master sculptor.

Weaknesses

Focus: Mirien's magic requires a focus, the runed staff she always carries. She can perform only the most basic of magics if she isn't holding it in her hand.

Wonderful. Well written and charming in her folk hero mythmaking, like a regular Robin Hood. Submission approved. NPCs will be created as necessary to complement your activities, where other players don't join in. I want to give you plenty of interaction if your character is physically apart from the other forces present.

I'm thinking of my own unique character to bring in here, so I'm looking for a little bit of input from any who would give it.

If it's within the realm of possibility, I'd like to create a captured Snow Elven Woman that has been assigned to be a handmaiden/bodyguard type to the captive princess. If more detail were to be put into it, I'm considering having her family bloodline to be royal. So, perhaps she is an heir to the Snow Elves and that is why the Ice King keeps her captive instead of killing her in the first place.

I think she would have some basic magic abilities, but I don't intend for her to be an overly strong and powerful warrior.

I'd just love some input or thoughts so I can complete this picture and put up a character sheet

I'm not opposed to this idea, however I'll have to leave the imaginative progression of who this character is to you. You can use the heiress role as needed.

Obviously the decision is down to Darkmoon (and Joslyn, who’s playing the captive princess), but going off what I’ve read so far I don’t see why the handmaiden concept would be an issue… in fact, it fits in pretty neatly with some of the lore. In addition to the various references to offerings, captives and slaves in general, there’s also this titbit in particular:

Agnost himself is said to have a great lust for Snow Elves, and some suspect he keeps one to himself at all times for his own pleasure.

Even if you’re not playing the Ice King’s hypothetical concubine, it still sets a pretty solid precedent for snow elves being dragged back to the fortress. It also makes sense that the princess would have a handmaiden of some description: as the sister of the Ice King she’d probably get some small concessions; as a valuable hostage to the Snow Witch, it’d be prudent to assign someone to look after her, especially in a fortress infested with brutes.

The bodyguard / mage bit might be a little trickier because it’s hard to justify why a potentially dangerous prisoner would be assigned to guard a fellow captive. There are a plenty of workarounds, though. Maybe she’s only moderately powerful, just enough to protect the princess from the odd drunken soldier, but too weak to instigate a full-blown jailbreak. Or maybe she’s found a way of keeping her magical aptitude a secret from her captors. At any rate, I don't see it being a huge problem. The bigger issue, though, is the royalty thing. That particular card has already been played, and while kidnapped princesses are a staple of the fantasy genre, Darkmoon might decide having both a human and elven princess is getting a tad excessive. On the other hand, if there were two princesses, it'd make sense that they were being held hostage in the same parts of the fortress. It's really down to GM preference.

Anyhow, that’s just my two cents… from a guy whose own character hasn’t been approved yet, no less. Feel free to disregard all the above

All good input. There are enough creatures around that it would not be unusual for a sister's handmaiden to have a certain amount of liberty here roaming the place, especially as a sort of hostage after the manner of medieval/George R. R. Martin setting where they provide political protections. In this case, the heir of the Snow Elves' monarchy would be a good hostage against open rebellion.

Appearance: The woman is stunning to the eye; her height is one that stands at 5'10”, tall for a woman but not overly so. She has a slender body, a lean figure that stretches from her slender ankles, and trails up her rounded thighs, hips, taut abdomen, modest breasts, a long neck, and cheekbones that give her face a defined look that are surrounded by a thick mane of white locks. Perfection? Almost; but it isn’t her physical appearance that makes her deadly. When she is calm, her eyes are the deep color of chocolate. But when her anger is flared, she feels threatened, or is in

the heat of battle, they crystallize into an icy hot blue. Her skin is cool to the touch and very pale, and her lips are pallid blue as if frozen.

Background: Lady Divijah, back in the olden world, was a simple elven woman of noble birth. Back when the harmonious Elves ruled Eversnow, the land was gorgeous in its environment, and rich in its culture and language, with unity was between every race of elves. The Orcs had been fended off from the borders, and humans could roam through Eversnow with little fear of anything corrupt or evil befalling them.

The young Divijah was the youngest born of 14 children, an often overlooked child because she killed her mother during her birth, ripping the woman in half as she was brought into the world. A curse was placed upon her, a rejection from her father and sisters, and thought to be condemned by the Goddess of Light for killing one of her kind, a darkness crept into her heart with the knowledge that she was born a murderer, had taken away the countess her father loved more dearly than life, and the love incarnate for her sisters.

This hatred for herself, for her family, for the Gods that brought her into the world, unlocked something deep inside her frosted heart, a power that was always meant to be kept in the darkness. Soon after it came to the light that her mother actually cheated on her father with a dark fey, the mysterious man's genes, combined with her immortality and deep cruelty that had been wound inside her heart for many years, Divijah came into knowledge of extreme power that she wielded inside her, and she slowly....slowly took revenge on the emotional pain upon her own family, her own allies, every death she did nailing another sickle of ice deep into her heart, objurgating her from any spiritual deliverance from the Goddess. Finally, she approached the height of power itself, corrupting the King at the time with her power and her body, taking away a member of his family to ensure his loyalty, and cursing the land into an eternal winter, hardening the ground, preventing it to produce, erasing the borders, allowing orcs to roam free, freezing the rivers and killing lifestock.

“Many gauge their success on the amount of friends they have; I gauge mine on the amount of enemies. I am -very- successful.” ~Lady Divijah, during the 27th rule year of King Japheth II

Millennials passed, her power growing with her increased abhorrence for life, her greed for power, her vanity, and her desire for being worshiped and feared. She loved it. Loved the death, loved the cruelty, loved the pain. Their fear, anxiety, and pain only increased her powers, her influence. Kings rise and fall, and she has feasted on their illustrative flesh, consuming them in their own desires and needs, holding her influence over them so as to continue her rule over Eversnow.

“No, no, my sweet. Do not cry. It only makes me want to hurt you more.” ~Lady Divijah to Caira, captured hostage sister of Prince Holon, heir to throne.

Powers: These powers are originally from strong genes from her Fey Father whom her adulteress mother slept with, becoming pregnant with his child. Over time, these powers became more defined with her growing hatred and frozen soul, making her stronger and stronger in the process.

A particular power she has, is the ability to control water, dropping the temperature suddenly into sub-freezing temperatures and using it as a weapon. This can range from making an actual spear, to actually freezing the internal organs and water in a living creature, and freezing him/her from the inside

out into an ice sculpture. Her domain is littered with such ornaments of ones who have tried to “triumph” over her and are now decorations in her dark cave.

As powerful as this is, it is very exhausting to maintain, so she cannot do this all day. Whenever she is under attack, though, she can use the temperature in the air, crystallize it into physical matter, and make weapons from it, or create barricades.

The Golgothan

“There is nothing more sinfully delicious than to scream to the rafters above in agony, while riding a demon below in pleasure.” ~Lady Divijah, when asked about her only living son.

The Golgothan was an unforeseen beast that almost killed her whilst carrying him after an extremely violent escapade with an Orc Cheif named Shum Gro-Yarug. Like a black widow, The White Queen killed him after he served his purpose when he had successfully reached her frigid domain, thus earning her respect for a brief moment.

His seed, combined with her womb, crafted an immortal half-orc beast named Dragor-Dumag, that she keeps chained in a pit to further exact fear on any of her prisoners. A thick chain links him to the pit as he is an immense creature. He gained none of his mother's powers but all of his father's strength and veracity. To anyone at first, he seems to be just a pet for the Ice Witch, but upon further look, it can be seen that they share the same eyes.

Dragor-Dumag's hands alone could crush the skull of any human, he feeds of the flesh his mother feeds him on a daily basis, and he is extremely feral, only answering to the Witch as she wields a power over him through their shared blood. He stands at a massive 9'7” height, and weighs more than a thick boulder.

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Yeah so I assumed A LOT in this bio, (historical names, events, the NPC half-beast that is her son, etc)) but this is not my final draft and so I can definitely change anything in it. Just let me know!!

Approved, and approved some more. She is as wicked and motivated as I could have imagined, and her power is justifiably expansive. I especially love her Dark Fae parent background. The witch is yours. May you play her as imaginatively as you described her. The Golgothan will have to remain in NPC territory for the time being, but if you don't mind, I will adopt your description and background for him.

Appearance: Jhaqair is a tall man standing six feet tall,and used to have too much padding on his thin frame. He has only recently began venturing out of The School, and by the time he has come to the north, he has managed to shed many of the excess pounds he used to pack on. His skin is darkly olive coloured due to the climate of his homeland, though it has paled somewhat due to his time in the colder darker north. His face is clean shaven, and his shoulder length dark hair is pulled back from his face and secured with a small band of gold.

Biography: Jhaqair was born the third son of the second wife of Tamur of Qanth. He grew up among twenty two other brothers and sisters, competing viciously for their both the favour of their father and the position of favoured heir. Jhaq was one of the lucky ones, and by the time he left for The School at fourteen, only twelve of his siblings were left alive.

At The School Jhaq studied both the administrative and warfare parts of the brutal curriculum, which made the competition amongst his siblings seem tame in comparison. Again, Jhaq was one of the lucky ones, surviving his first two years, before his talent manifested itself and he was moved to the Mage’s Wing of The School.

For five long years Jhaq studied among the best mages of the southern kingdoms. His proficiency was in the destructive forms of magic, and he swiftly became one of the best manipulators of fire in the Wing. Unfortunately, aside from learning to heal his burns, Jhaq couldn’t seem to master the rest of the healing arts, or anything that had nothing to do with flames.

After he had learned as much as he could from The School, Jhaq left to begin wandering. He found occasional employ in the service of the petty warlords and generals of his homelands. However these small jobs never lasted long and Jhaq was constantly short of money. His poor luck continued when he was found in a compromising situation with one warlord’s daughter. Finding himself unwelcome in the majority of his homeland, and being actively hunted through most of it, he found he had no choice but to leave.

He has only just recently arrived in the North, still unsure of what to do now that he is here, knowing only that he seems to be beyond the reach of Southern bounty hunter.

Abilities: Jhaq has a mastery of fire manipulation, able to hurl fireballs or make a delicate flame dance to music with equal ease. However, aside from being able to heal his own burns, he isn’t able to do much else magically. He also has some knowledge of how to use a sword, though he is not even close to an expert, and is middling at best. Due to his time spent wandering, he is also skilled at living off the land, scrounging what he needs and stealing what he can.

Just give me a description (physical) and some sort of inspiration image, whether a direct picture or not, and I think I'll go ahead and give you the approval.

Not quite sure how I feel about her yet. I'm in a bit of a silly mood today so the CS reads as very silly, despite my being serious =/

Name: Dax, little else is known

Age: 32

Race: Humae (Derogatory term for Human and Fae)

Role: Unlikely Hero….for now.

Alignment: Chaotic Neutral; Dax is not particularly evil, though she has done evil things. She is not inherently good, though she has done good things. She does whatever benefits her the most, but often favors the underdog when it comes time to choose an alignment.

Appearance: Standing at 5’8’’; 5’11 3/4’’ in her fabulous boots, her height can be imposing to some. Though there is no question that she is female, a long torso with a slender waist, curvy hips and an impressive bust quickly identifies her as such. Her features are angular and narrow, a heart shaped face, with a slender nose and lush, full lips. Her hair is platinum in color, bleached by many days of harsh sunlight, her skin lightly bronzed yet still retaining a milkiness. She doesn’t have any issue with dressing provocatively, so as long as it asserts her status as Captain- and any man who mistakes her garb for an invitation is likely to lose a hand.

Strengths & Abilities:

+Trickster; It’s simply in her nature to be cunning. Her Fae mother was a trickster and pickpocket, allowing her the skills of a near silent step, and a natural affinity for guile and deceit. +Invisibility+ While Dax cannot literally go invisible, she possesses the ability to allow her presence to go unnoticed for a short time. A person perhaps will see her, and simply forget that she is there, allowing her access to many- rather inaccessible places. This requires intense concentration however, and cannot be sustained for long periods of time and if she becomes distracted her presence is slowly acknowledged.

+Tactician; Dax is extremely intelligent and a tactical thinker. She is always considering viable options whether it be for war, assault, partnerships, relationships; life favors the prepared and she prefers to remain one step ahead. Well-learned in geography, and studying the tactics of the greats she makes an excellent warlord, particularly in seafaring ventures.

+Speed; Another gift bestowed upon her by her mother. She possesses better than average speed, is light on her feet and graceful.

+Swordplay; Under the tutelage of her father and his crew for many years, she has become well versed in various styles of swordplay and hand to hand combat.

+Plundering, Pillaging, Captaining- yo, ho.

+Flora/Poisons; Extensive knowledge of plant life, crafting and using poisons- alternatively, she is knowledgeable of antidotes, and remedies and first aid.

Weaknesses:

-Pride; It is hard for Dax to admit when she is wrong. It is not unheard of for her to refuse to accept help even when she is in dire need of it. This has led her into rather unsavory situations.

-Magic; Despite having some magical abilities endowed to her by her mother, Dax cannot stand magic. She is fearful of it and respects the power it holds.

-Strength; she is stronger than the average woman due to endless duties that come with keeping a ship running, but she is still a woman and easily overpowered if she loses the advantage of speed and endurance.

-Temper; She is particularly angered when people bring up her heritage, she is not ashamed of being a Fae, but is fearful of losing face in front of her crew- this often leads her to extreme measures.

-Cillian; don’t bring him up. Ever.

History:

Dax grew up primarily in Batrouge, more commonly referred to as the Pirate’s Den, and aboard The Devil’s Pride. She is as close to royalty as one could get in Batrouge with her father being the infamous Captain Calles. A pirate with a fierce reputation and a fiercer hand for punishment. All that had changed when he had captured Syleena, her mother, a Fae from Corinth. She warmed his heart, he experienced love and out of that love came Dax. Tragically, Dax never knew her mother- who died during childbirth and though evident that her father would have preferred a son- there was something about her cerulean eyes that reminded him of Syleena. She was a Daddy’s girl- a reputation she had to shake as she grew older.

Dax was never in want of anything, in fact, she had more than she could ask for. While other girls her age were learning how to hold a fork properly, Dax was taught the ways of a pirate amidst the Seas of Dorne. Seafaring, plundering, pillaging and swordplay and they always had a home to come back to. She was respected well enough, though it was not uncommon for her to get in skirmishes with boys her age in attempts to assert herself.

By the time she’d reached her twenties, Calles thought it was about time to retire. After spending years as his first mate, she was given the honor to Captain The Devil’s Pride. Things were good for several years, her father had all but disappeared in his retirement and even she didn’t know his location and she had made a solid name for herself as vicious and calculating… until she met Cillian. He was handsome, charismatic, roguish- trouble. She allowed him onto her ship as first mate, into her heart and into her bed, and before she knew it she was mutinied against, marooned on an island and left to die.

Depending on who you ask, there’s talk of using bamboo to create a raft, using coconuts as a flotation device and creating a sail out of her clothes- or she was picked up by a passing vessel- the details get a bit muddled, nevertheless, Dax was not one to give up. She spent the next 5 years enacting her plan for revenge, just as Ivan was coming under the influence of the Ice Witch.

Many had assumed her dead, she used this to her advantage, refusing to seek out her father for council. She stole back her ship by tricking Cillian, marooned him on an island as punishment and had all of her former crew flayed alive, left to hang for three days amongst the mast, and then thrown to the sea as a warning for all who ever dared to mutiny against her again. He still remains her greatest embarrassment, it’s a sensitive subject though her lust for blood afterwards has not gone unnoticed- she renamed her vessel to The Devil’s Vengeance.

As Ivan’s influences began to spread, Batrouge was targeted by his armies for resources. It was surreal to Dax to be on the receiving end of pillaging and it made the matter of his rise personal. She hadn’t cared much about the goings on of the mainland, she could care less who was in power- as a pirate, they made their own rules and lived by their own law and code of ethics. Her home had been burned to the ground, the ice was spreading to the Seas of Dorne and their way of life had begun to die out. The seas too vicious to sail, their home reduced to smolder and ash, Dax seeks one thing- vengeance.

And from that sea and into the snowy wastes, Dax emerges, to the homeland of he that laid siege and fire to her home. She may be out of place without a ship here, but the setting can be changed as the players decide to migrate where they will. In fact, we can start where you want and I'll fill your time with NPC RP if you don't find the thus-far described settings appealing. One thing, though. I have to ask that the name of Dorne be changed. All I can think about is the sun-soaked southern sands of Westeros! Would you accept "Osirion"?

The Ice King: <taken by Darkmoon> Formerly Ivan Agnost, prince of Aranthia, a now frozen city. Rules at Mount Volcan. A mostly dominant, ruthless, non-consensually-driven being whose shreds of humanity and warmth are mere embers at his core, perhaps one day to be rekindled.The Snow Witch: <taken by Vlexia> Self-titled Snow Queen, driven by her own lusts and devices, with ice and water elemental sorcerous power and the ability to corrupt. A dominant personality type, with malevolent motivations.The Captive Princess: <taken by Joslyn> The sister of Ivan, captive of the Snow Witch. The Ice King allows his trusted Snow Queen to keep her captive for her own benefit. She is fair and young.Orc Chief: Chief of the Orc <taken by Vaulera - actions/description may differ from what follows> Legion, who takes great pleasure in playing with the female captives of the Ice King. He should be fond of group sex, non-consensual behavior, and light violence. This is a figure to be feared, brutal and large. Resides at Mount Volcan when not sent out to lead raids.The Golgothan<NPC>: A gargantuan half-giant brute, non-consensual, to whom captives are thrown to be finished off. For size fetishists. Is chained in the dungeons of Mount Volcan, and answers only to the Snow Queen, whom it is believed is his mother.The Courtier<taken by Shjade>: foreign envoy with her own agenda in the FortressThe Swordsman: <taken by Ontan> Original character.The Queen's Guardian: <taken by Drake Valentine> A savage hunter and infinitely loyal fighter.Other suggestions:Hero - Someone to attempt to defeat the Ice King, or rescue captives.Heroine - Same as Hero.Offering<taken by CarnivorousBunny> - A female sacrifice, sent to appease the King for the safety or restoration of certain lands owned by fathers, kings, queens, or otherwise.Captive - An existing captive in the Mount Volcan dungeon, likely to be familiar with non-consensual relations with the monsters within.The King's Guard<taken by Kekec> - A raw and twisted loyalist.The Snow Elf Rebel Leader<taken by Melange>: the primary figure at the forefront of Snow Elf rebellion, which is very limited in capacity at the beginningThe Avenger<taken by Molotov>: a pirate from faraway lands, seeking vengeance for one of the Ice King's conquests.[/quote]

Congratulations and thank you to all for applying. I will review any additional character sheets but at the present time I must turn my attention to the IC and OOC threads. As soon as they are made, open role-play can begin. I will update this thread at that time. It was a real pleasure reading all submissions, and I look forward to the game beginning.

And from that sea and into the snowy wastes, Dax emerges, to the homeland of he that laid siege and fire to her home. She may be out of place without a ship here, but the setting can be changed as the players decide to migrate where they will. In fact, we can start where you want and I'll fill your time with NPC RP if you don't find the thus-far described settings appealing. One thing, though. I have to ask that the name of Dorne be changed. All I can think about is the sun-soaked southern sands of Westeros! Would you accept "Osirion"?

is that where that Freudian slip came from? I still haven't made it past book 2. ;p Osirion works just as well for me. I thought about a land stuck pirate and thought it would be an interesting character to play. Thanks (:

Appearance: Jhaqair is a tall man standing six feet tall,and used to have too much padding on his thin frame. He has only recently began venturing out of The School, and by the time he has come to the north, he has managed to shed many of the excess pounds he used to pack on. His skin is darkly olive coloured due to the climate of his homeland, though it has paled somewhat due to his time in the colder darker north. His face is clean shaven, and his shoulder length dark hair is pulled back from his face and secured with a small band of gold.

He isn't dressed like that currently, since it's just a little too cold for that.

Biography: Jhaqair was born the third son of the second wife of Tamur of Qanth. He grew up among twenty two other brothers and sisters, competing viciously for their both the favour of their father and the position of favoured heir. Jhaq was one of the lucky ones, and by the time he left for The School at fourteen, only twelve of his siblings were left alive.

At The School Jhaq studied both the administrative and warfare parts of the brutal curriculum, which made the competition amongst his siblings seem tame in comparison. Again, Jhaq was one of the lucky ones, surviving his first two years, before his talent manifested itself and he was moved to the Mage’s Wing of The School.

For five long years Jhaq studied among the best mages of the southern kingdoms. His proficiency was in the destructive forms of magic, and he swiftly became one of the best manipulators of fire in the Wing. Unfortunately, aside from learning to heal his burns, Jhaq couldn’t seem to master the rest of the healing arts, or anything that had nothing to do with flames.

After he had learned as much as he could from The School, Jhaq left to begin wandering. He found occasional employ in the service of the petty warlords and generals of his homelands. However these small jobs never lasted long and Jhaq was constantly short of money. His poor luck continued when he was found in a compromising situation with one warlord’s daughter. Finding himself unwelcome in the majority of his homeland, and being actively hunted through most of it, he found he had no choice but to leave.

He has only just recently arrived in the North, still unsure of what to do now that he is here, knowing only that he seems to be beyond the reach of Southern bounty hunter.

Abilities: Jhaq has a mastery of fire manipulation, able to hurl fireballs or make a delicate flame dance to music with equal ease. However, aside from being able to heal his own burns, he isn’t able to do much else magically. He also has some knowledge of how to use a sword, though he is not even close to an expert, and is middling at best. Due to his time spent wandering, he is also skilled at living off the land, scrounging what he needs and stealing what he can.

So, something I'm curious about, before the rp starts, is how often the orc queen and the ice king would interact, and in what capacity. For raids and the like, I imagine they would co-ordinate, but how completely, is the question. Would it be a, "You go raise hell", or a more thorough decision of strategy? And I imagine Grimna holding her own court, instead of taking a place in his, but that could be different, depending on their dynamic.

I wouldn't mind being part of the rebels, though I'm not quite sure how Jhaqair would end up joining them. Maybe he figures they'll be a good place to hide from the bounty hunters he is sure will be following him. Assuming I'm approved of course.

Our little rebel band may be up to four. Now all we need are a dwarf and a few hobbits, and we'll have ourselves a fellowship.

Just theorycrafting here: if the Orc character were male, I wouldn't be surprised to see some rivalry between him and the Ice King, not exactly vying for the Queen's affection, but perhaps her favor. Sort of a "why do you need him when you have me" type of thing, or just trying to prove his superiority over the Ice King. Because boys being boys.

As a female character? I'm not sure that dynamic would be there - not as much testosterone involved - though it's still possible. After all, if she's just taking his orders, is she really "King" of her people? Would they respect her if they thought she was just handing over her power to someone else?

Just something to think about.

(No, I'm totally not just planting intrigue and starting trouble in advance of my courtier planting intrigue and starting trouble. Why do you ask?)

Just theorycrafting here: if the Orc character were male, I wouldn't be surprised to see some rivalry between him and the Ice King, not exactly vying for the Queen's affection, but perhaps her favor. Sort of a "why do you need him when you have me" type of thing, or just trying to prove his superiority over the Ice King. Because boys being boys.

As a female character? I'm not sure that dynamic would be there - not as much testosterone involved - though it's still possible. After all, if she's just taking his orders, is she really "King" of her people? Would they respect her if they thought she was just handing over her power to someone else?

Just something to think about.

(No, I'm totally not just planting intrigue and starting trouble in advance of my courtier planting intrigue and starting trouble. Why do you ask?)

Orcs would be so loathed by other races, it could come down to mere racism. The witch would have little incentive to raise an orc as a figure for various races to follow. Elves would die before serving an orc, and humans would have no respect for what they feel is a "savage horde" of mongrels, monsters, etc. Thus, the simple freedom that Agnost gives a previously abhored people would probably be enough at least early on to get the orcs' attention. Orcs would be willing to follow a strong warrior, which Agnost is, but it would never be democratic and they would have to be compelled by a strong orc chief. Orcs would not be afraid of Agnost (though perhaps they would the witch), and would just as easily die fighting a human as they would being convinced that they're looking out for their best interest by a shrewd chief.

All around a good character, with a well written description. I am nervous about the fact that he is both a competant swordsman/horseman and has roguish leanings. In my opinion, at an early stage and in the company of other players, these things should not be joined together, so as to prevent an overpowered character and to reduce the usefulness of other characters. You're taking a fighter and a rogue slot in that sense. To make up for the double focus, I can give you an average chance at success for actions related to both skill sets to begin. If you prefer to specialize in one direction or another over time, or to start, I can give you advantages in roguish talents or fighter/strength talents. You can role-play however you wish, of course, but I want to reduce over-powered characters.

Either way, your character is a great addition and I've added him to the first post as included in the game.

A valid concern, and something I should’ve given more thought to when submitting my character sheet.

At the time I wasn’t sure if there were going to be other heroes or not, so I tried to make something of a hybrid character to ensure he was viable – after all, a lone hero with nothing but blunt force wouldn’t go far. Gifted with hindsight, ‘assassin’ was probably a poor choice of addition because it infers an extraordinarily broad range of skills (sneaking, athletics, use of exotic weapons) on top of his talents as a knight. It does smack of him trying to be proficient at just about everything, and in any event it looks like there’s going to be a good range of heroic companions, so a hybrid isn’t necessary.

I appreciate you taking a chance and approving the character regardless, and am more than happy to abide with the limitations. That said, if you can bear to read one more character sheet, I’ve made a few changes which hopefully brings my character more in line with others. The TL;DR version is that ‘assassin’ has been replaced by ‘novice alchemist’ in the background and abilities sections. This still gives him a few utility skills for interest’s sake, but it (hopefully) reduces his overall number of proficiencies.

Let me know if you prefer the remake, or want to stick to the original.

***

Landred (edited)

Name: Sir Landred Villiers Race: HumanRole: Wandering Hero

Age: 27Sex: MaleHeight: 186cm (6’1”)Weight: 78kg (171 lbs)

Appearance: Landred seems to defy the frozen misery that’s gripped so much of the realm, which is small wonder given his skills as a warrior are in high demand. Where so many others appear sickly and malnourished, his body has maintained its toned muscle and measured grace, and his chestnut hair remains fashionably trimmed. Both his equipment and warhorse are similarly cared for, and if anyone resents the show of wealth they’re usually wise enough not to act on it.

Were one to see him up close, a few flaws might come to their attention. His dark eyes carry a laziness and impatience that hint of resentment, and his smile is only truly warm when presented with drink or dice. The knight-errant seems to swagger around with unassailable confidence, but beneath the fine clothing his pale skin is marred by a handful of ragged scars along his ribs and right shoulder, telling of prior defeats and a few near misses. Perhaps most telling of all is his equipment. When parading into town Landred is all pomp and ceremony, clad in burnished armour and bearing his family’s pennant atop a hefty spear, but a sharp eye might spot a few things amiss: the stock of a crossbow poking out his saddlebags, a bundled mass of fur and hide armour designed for camouflage rather than head-on fights, and a few other tools more befitting an assassin than a knight.

Personality

At first glance, Landred almost appears to be the gentleman and noble he claims to be. Those meeting the knight-errant for the first time would be greeted with a pious and gallant veneer, and it is all too easy to be seduced by his assurances of honour and valour. Most people only catch a glimpse of his true nature once the warrior has his reward safely in hand, and only a select few are perceptive enough to see his true colours in advance.

A paragon in name alone, Landred is in fact a rake and a fatalist at heart, and only performs his knightly duties in pursuit of more coin with which to drink or gamble. He’s quick to smile and quicker still to celebrate, but his infectious cheer is of the superficial kind: to him, happiness and fulfilment are things to be found in cups of wine, gambling dens, and occasionally brothels. He’s seen much of the world in his recent travels, but his journeys have just convinced him that liars and cheaters always win, and that it’s better to be the winner than loser.

For all his vices, Landred nevertheless retains a slither of nobility at his core. Beneath his failings as a traditional hero there is still a talented fighter, a cunning tactician, and a sharp intellect that adapts quickly to his surroundings. Surprisingly, he even accords to a chivalric code of sorts – he’s yet to resort to outright banditry, and despite his penchant for deceit, exaggeration and shameless carousing he typically does what he’s paid to do.

Background

To understand Landred, it’s necessary to start with his childhood… and that, unfortunately, involves a brief mention of his father, Lord Roterem Villiers of Briarvale.

Lord Roterem had a rightly earned reputation as a vicious tyrant, belligerent neighbour, and harsh parent. Barely tolerated by his king and fellow nobles, Landred’s father was a man who measured success in brute force and the coins he wrested from the subjects of his tiny fiefdom. It went without saying that his children’s sole purpose was to extend his grim legacy. His two oldest sons were raised to be lordlings in their own right, groomed to one day take his place in ruling over the miserable little fiefdom, while his daughters were little more than chattels to be sold off in arranged marriages. By the time Landred was born, his father already had two sons – effectively an heir and a backup – and so Landred was raised to become a knight-errant, a wandering champion who would garner repute for his family in neighbouring realms. His childhood was one marked by wealth but not luxury; the cold halls of Briarvale Keep might’ve been home, but under his father’s oppressive gaze they were a place of hard work and painful lessons.

Everything changed when Landred came of age and was unleashed upon the world to seek fame and fortune for his family. Suddenly there were no more dour-faced tutors or snarling instructors: there was wine, and dice, and women, and song, and a hundred other opportunities waiting for a jumped-up swordsman who could charm a crowd. There were also alchemists – strange, reclusive people who, like Landred, appreciated the value of cold pragmatism and careful calculation. He met one almost by chance after setting out to capture an elderly fugitive wanted for forgery and murder. What should’ve been an easy bounty soon turned into a farce as the old man proved to be a wily opponent: the use of flash-powder alone allowed the criminal to slip through Landred’s grasp on a half dozen occasions, and there were countless other examples of shackles being melted by acid, drinks being spiked, and one particularly nasty incident involving a firebomb that killed Landred’s first horse. When Landred finally cornered the fugitive alchemist, his quarry simply smirked and noted that, with the powers of alchemy, an old man had eluded a powerful knight for almost two months. He then made Landred an offer: spare his life, and he’d teach the knight the secrets of his craft.

After beheading the old bastard, Landred belatedly reflected he might’ve had a point. He kept the deceased man’s books, and armed with his educated upbringing he started trying to unravel the secrets of the strange art. What started as idle curiosity soon blossomed into a genuine hobby, and Landred has started dabbling with a few of the simpler, safer recipes contained in the byzantine tomes.

Things changed once more when the Ice King’s madness dragged the realm into darkness, though in some places it wasn’t quite the tragedy it should’ve been. It is joked that when Landred’s homeland of Briarvale was overrun by the Ice King’s marauding armies of monsters and blackguards, the local peasants actually breathed a sigh of relief at the change of administration. Landred would never admit it for anything short of torture, but he had much the same reaction when he found out his father’s realm had been conquered and that the old man himself was assuredly dead in a ditch somewhere.

Abilities: There's no denying Landred’s value as an adventurer, and he has much to show for a childhood spent slaving under expensive tutors, grizzled trainers, and a cruel father.

Noble upbringing: His tutors might’ve skipped the parts on chivalry and honour, but Landred’s courtly upbringing has gifted him with a silver tongue and reassuring presence. He has a talent for charming a crowd and earning their trust (and coin), though the subtleties of a commoner’s life will forever remain a mystery to him.

Knight-errant: As a child Landred was drilled in the arts of horse riding and battle, and he’s since had plenty of time to hone these skills against real opponents. Over the years he has grown to become a competent horseman and lethal swordsman.

Novice alchemist: Aided by a few hefty tomes and a lot of patience, Landred has started dabbling in the arts of alchemy. Outlandish items like healing potions and firebombs still remain well outside his abilities, but he has managed to reproduce a few more mundane bits and pieces. In particular, Landred has been able to make flash powder, smoke powder, and choking powder… though admittedly it’s all exactly the same stuff with different labels sewn onto the pouch.

Weaknesses:Landred has his share of character flaws, but there are also some genuine failings which occasionally cripple his efforts. It remains to be seen whether these weaknesses will get better or worse with time.

Vulnerable to magic - Every student has one subject they struggle with, and Landred’s was undoubtedly the arcane. Neither repeated lessons nor the tutors’ cane could correct his inability to grasp even the basics of magical lore, and to this day his otherwise intuitive mind can’t spot the tell-tale warning signs of magical effects. On a couple of embarrassing occasions he’s even returned from a quest with some useless bauble instead of the magical artefact he was sent to retrieve, necessitating a return trip.

Fear of beasts – A recent near-death experience has left Landred a little shaky when it comes to facing down the monstrous beasts of the land, such as wargs and dire-boars… which is a problem, because slaying such creatures are an adventurer’s bread and butter. He’ll still happily face down ogres, drakes, and demons, but confronting big-game creatures requires a skinful of liquid courage and the use of his longest spear… or, better yet, the use of his crossbow from a safe distance.

Dubious loyalties – Landred isn’t the tyrant his father was, but he still inherited the old man’s fixation with military might, and consequently Landred can’t help but admire some aspects of the Ice King’s conquest. Combined with his love of coin, it’s not entirely certain whether Landred will continue to help the downtrodden populace if things keep getting worse.

Racial prejudices – Opinion’s divided whether this is Landred’s biggest or smallest flaw, but either way there’s no getting around the fact the just doesn’t like elves… or frost giants, or goblins, or just about anything which isn’t human. He makes a slight exception for orcs on account of their military prowess, but given they’re servants of the Ice King or Snow Witch, this concession isn’t particularly redeeming.

I was being more specific in interactions, I should have specified! I was wondering how we should start with the dynamics between Grimna and Agnost. I'm assuming they've known eachother for a time, and sort of fleshed out the bones of their relationship. Developing that relationship would be fantastic, and I by no means want to stick to a single dynamic between the two, but maybe hashing out a small bit of history on the two might be in order. Now Shjade brings up an interesting point. Grimna is for all intents and purposes, an Orc. Raised by, trained by, lived with and bled with, she has been with them through a lot, and is also never afraid to reaffirm her position with a ruthless murder. Orcs are cowardly, and usually believe in the hierarchy of strength, but maybe they would be upset with just being ordered around by an outsider. Perhaps Agnost and Grimna have to maintain a position appearing as equals, or only meet in secret, and the most privacy. Considering Grimna is also distinctly not an orc, and also a woman, how might her diplomacy with other leaders be carried out? Also, would you like for me to write a paragraph of description for Grimna's Appearance? I can't help but notice I glazed over it!

I have to admit, Vaulera's last post is tempting me to write some kind of short-form "day in the life" for Nikita just for setting/getting to know the character purposes in Volcan. But I'm often tempted to do extra backstoryish stuff. xD

Profile edited to add weaknesses and a little bit more in the personality section

This is not yet finished. Will be editing in more in the personality and abilities section.

Rosal Pangarap

Role: SacrificeAge: EighteenRace: HumanHeight: 5'3Weight: 130 lbsBuild: In one word Rosal is an endomorph. She is no slender beauty; her curves are full and soft. Luckily the extra fat she retains is evenly (and discreetly) distributed throughout her body. The excess weight she has padding her face only adds to her naturally youthful aura. Her healthy glow and voluptuous body are a reflection of her happy and easy life. Hair: Black, thick and wavy.Eyes: BrownSkin Tone: Due to the endless winter creeping in to her formerly sunny homeland, her once golden brown skin has turned in to fade in to a light mocha colour.

Background: The Pangarap family is from a tropical country far away from the heart of Eversnow. For decades it was safe from the icy grip of the evil monarchs. Those were good times; many of its citizens had never even worn anything warmer than vests and short pants, and closed-toe shoes were unnecessary for day-to-day life.

Rosal's father and his family started from rock bottom; her mother was a noble woman. Rosal's father was diligent, intelligent, and persevering; her mother was headstrong, cunning, and even more intelligent than her father. Even before Rosal's father amassed his vast fortune as a merchant her mother already saw the man's potential. Despite her own mother's vehement objections, Rosal's mother married the lower-middle class man.

Not long after the union Rosal was born. From day one Rosal was raised to be the perfect lady. Her mother had been disowned as a noble lady, but that did not mean that the young girl was going to grow up to be a barbarian. Being a good hostess, entertainer and homemaker was a must, but understanding feelings and using it to one's advantage was an absolutely essential skill for a truly successful woman. Rosal proved to be a promising pupil, but her true talent was in the arts. She was an extremely gifted dancer, singer, and musician. So much so in fact that as soon as they could afford it, her father hired a very reputable bard to be her private tutor.

Rosal's private lessons started when she was eight. By then the eternal winter skies were already visible in the horizon and a noticeable chill stung in the night air.

On Rosal's tenth summer the leaders of her country started sending sacrifices to the Ice King in hopes of buy slowing down the approaching winter. To their relief it worked, but only every time the frosty monarchs was satisfied with the sacrifices sent. Soon the desperate practice of sending three to seven girls at a time would start, and girls would be hidden from the public eye for their own protection.

At twelve, Rosal's mother birthed twins; two little boys who would become Rosal's whole world. By this time their family wanted for nothing and had reconnected with her mother's family, giving them political pull as well.

Thanks to their reconnecting to the world of politics, the Datu, or the monarch of her homeland, eventually heard of Rosal and her gifts as a bard and her loveliness as a girl. On Rosal's seventeenth summer The Sandata, the Datu's special army, marched in to town, as they did every three years since the sacrifices started. They tried to take Rosal away but a friend convinced them that she would only be lovelier as time passed. Did not women of true quality only grow better with age? Her mother's blinding beauty was a testament to what she could and would grow in to.

The Pangarap family counted their lucky stars that the desperate gamble had worked.At the very least they had bought the Pangarap family one last year to be together and say goodbye.

When they came back Rosal nor her parents put up a fight. Rosal had watched the winter clouds creep closer just as she had watched her younger brothers grow up in a world with a fading sun. It was her duty as their older sister to protect them in any way she could, and she would do just that even if it cost her her life.

Personality: Despite her sheltered upbringing Rosal is not one to complain or whine. If anything she resents being treated like a spoilt child, and sees anything outside her small sphere of experience as a challenge that needs to be conquered. However her lack of worldliness is very evident when she is made to interact with people who have lived in extreme hardship and poverty.

Before being sent off to her death, Rosal was a well contained and obedient girl. There is no active plot to anger her captors since she must please the monarchs of Eversnow, but Rosal has become a bit more reckless and more prone to speaking her mind.

Abilities:Rosal is a well trained lady; her skills focus mostly on the art of entertainment. When she puts her mind to it she is quite the considerate hostess and proficient performer. While she is no warrior or trained assassin, she has a few tricks up her sleeve.

Captivating Performer: Rosal has been performing for as long as she can remember. Due to her extensive bardic training she has learned a few special songs with interesting effects. From inducing drowsiness, to enthralling her audience, to inducing agitation or even frenzies, Rosal has a good deal of control over atmosphere as long as she continues performing.

Silent Presence: Even when she isn't trying to be sneaky there are times when Rosal manages to surprise people with her presence. Perhaps it is because she is able to control her emotions very well, but for some reason she has the strange ability to fade in to the background when she does not wish to socialise. Her childhood nickname at home was Bubwit, or Little Mouse. This is no full-proof technique or skill that can be used on the battle field. It simply allows Rosal to move around without being noticed when people have their guard down.

Uncanny Empathy: Call it women's intuition if you want, but Rosal has a knack for knowing what people are thinking or how they are feeling. It's nothing like mind reading, but it is fairly remarkable in its own right. Normally it would be a handy trait for bluffing, gambling and interrogation, and in its extreme form Rosal can sense if someone significant to her is experiencing very intense feelings despite being separated by great distances. The range of the effect is defined by the intensity of the feeling or experience.Rosal herself is unsure what this ability actually is, but she is pretty sure she inherited it from her mother.

Weakness:Curious Cat: Rosal has always been observant and mentally active, always looking for new things to learn. Before in her hometown she could simply ask about things, but now she is closely guarded in a place she is unfamiliar with without anyone to comfort her. Basically learning, talking, and exploring are basically the only thing she has to distract her from her anxieties and fears.

Recklessness: The moment the Datu chose her as a sacrifice she had basically lost her life already, and a deadman has little left to fear. The young woman has a misguided hope that perhaps she could somehow, under the right circumstances, help bring down the Ice King.

Hey guys! I was wondering if there were any heroes who could be travelling with the sacrifices? Or a group of people could eventually infiltrate the caravan as a way to enter the Ice Queen's domain undetected.

I was being more specific in interactions, I should have specified! I was wondering how we should start with the dynamics between Grimna and Agnost. I'm assuming they've known eachother for a time, and sort of fleshed out the bones of their relationship. Developing that relationship would be fantastic, and I by no means want to stick to a single dynamic between the two, but maybe hashing out a small bit of history on the two might be in order. Now Shjade brings up an interesting point. Grimna is for all intents and purposes, an Orc. Raised by, trained by, lived with and bled with, she has been with them through a lot, and is also never afraid to reaffirm her position with a ruthless murder. Orcs are cowardly, and usually believe in the hierarchy of strength, but maybe they would be upset with just being ordered around by an outsider. Perhaps Agnost and Grimna have to maintain a position appearing as equals, or only meet in secret, and the most privacy. Considering Grimna is also distinctly not an orc, and also a woman, how might her diplomacy with other leaders be carried out? Also, would you like for me to write a paragraph of description for Grimna's Appearance? I can't help but notice I glazed over it!

Agnost would believe that he is more or less dependent on orcish support, so he wouldn't take offense to treating Grimna as an equal or Grimna not hurling "your majesty" this and "your majesty" that around. I believe he would be a little offput by her, given who she is and her reputation, and would talk to her with a hint of condescension, as if he suspects that she is not as intelligent and civilized as leaders that he is used to dealing with. He would not be personally afraid of her, having little to no fear between his own brash sense of courage and his sense of support under the Snow Queen's favor.

Initial interactions between Ivan and Grimna can be based on where you want her to start. Agnost will begin in the court of Mount Volcan, where he resides most of the time, consulting his courtiers. When there were circumstances that require it he would summon Grimna to him and expect her to come, but if she was stubborn, he would not hesitate to travel to keep her support. He would probably think her fickle and prone to rash decisions, so he would go out of his way, short of embarassing himself, to keep her and her followers loyal. At the same time, he would not hesitate to send out an assassin and have her killed, and court the next leader (or prop one up) to ensure the orcs fall in line.

Once I've created the IC post describing the settings, you can insert your character in any one of them. If need me to decide where they begin, just say the word.

I have to admit, Vaulera's last post is tempting me to write some kind of short-form "day in the life" for Nikita just for setting/getting to know the character purposes in Volcan. But I'm often tempted to do extra backstoryish stuff. xD

The mate of a black widow spider goes into the deadly courtship either foolishly seduced with her lies of everlasting mirth, or knowingly accepting his fate just as long as his last taste of pleasure and pain is at her fingertips

Hey guys! I was wondering if there were any heroes who could be travelling with the sacrifices? Or a group of people could eventually infiltrate the caravan as a way to enter the Ice Queen's domain undetected.

That could work. My character makes a living off aiding the local populace, so it makes sense that he’d be hired to escort a group of sacrifices to Mount Volcan. He’s not actually an enemy of the Ice King (not at the start, anyway – that’ll change if / when he helps the rebellion), so I figure there’s no reason they’d stop him escorting the travellers all the way to the fortress gates.

Of course, our characters would probably part ways once they get there, with the sacrifices heading off to the fortress’s depths and Landred gallivanting elsewhere in search of coin and glory… but after that, it’s anyone’s guess what happens.

We are almost ready. All approved players (see first post) please direct all chat and organization to that thread. I will create the IC thread once the first post is ready. Posting order will be decided first-come, first-post.